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Lrm Flooding, The New Fotm


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#281 Sandpit

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Posted 25 November 2013 - 06:44 AM

View PostJoseph Mallan, on 25 November 2013 - 04:37 AM, said:

I applaud the players taking LRMs. They are shouldering the insults and playing the game how they see fit. When they are working well LRMs can win you more money, and damage, Tons of assists(Still more money), but may not get you a bunch of kills on fresh Mechs. Fire Support is at heart a supporting role that gets a bunch of grief for doing their role the right way! ;)

Exactly

Too many people worried about what everyone else is running.

Teammate Derp, "That's a horrible design! You should change it and do this, and I would make it more like this"

Me, "Uhm dude, can you quiet down about my horrible design? I'm trying to kill another mech at the moment, please keep the backseat driving to a minimum"
:P

#282 Zyllos

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Posted 25 November 2013 - 06:49 AM

This is what I would do with the entire LRM, targeting, and support mechanics in this game:

WARNING!!! VERY LONG!!!

Spoiler


#283 StompingOnTanks

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Posted 25 November 2013 - 07:37 AM

LRMs are fine the way they are. They're designed as suppression and support weapons, to keep the enemy's heads down and their mechs pinned behind cover, and that's exactly what they do: You walk into the open, you get a facefull of missiles. Snipers, scouts, AMS and ECM are how you counter that, and they're pretty effective at it.

I have a Trebbie that mounts 2 LRM 15s and four tons of ammo, and the most damage I've ever gotten out of it in a match was 300 something, with one kill, after using all of my LRM ammo. Compared to my Cent and Awesome that max out at 400 and 600 damage per match each, and you start to see how weak LRMs actually are... Or maybe I'm just terrible at using LRMs.

Either way, I won't consider LRMs overpowered until I see an LRM boat get 5+ kills in one match, without kill stealing.

Edit: Just got 5 kills in a match with said Trebbie. They all had red CTs and were fighting my allies when I found them though, so my point still stands.

Edited by StompingOnTanks, 25 November 2013 - 07:52 AM.


#284 CravenMadness

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Posted 25 November 2013 - 09:52 AM

Have had five kills, six assists and nine-hundred and ninety-five damage in my A1 lrm5 x6 build. ... 'Course it -was- on alpine peaks. I love when zero mechs out of twelve have ams. Makes my job so much easier. Folks just got to stuff that extra medium laser or extra heat sink instead of taking a piece of equipment that pretty much neuters or halves the damage of an entire weapon system.

#285 Zyllos

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Posted 25 November 2013 - 10:12 AM

View PostStompingOnTanks, on 25 November 2013 - 07:37 AM, said:

LRMs are fine the way they are. They're designed as suppression and support weapons, to keep the enemy's heads down and their mechs pinned behind cover, and that's exactly what they do: You walk into the open, you get a facefull of missiles. Snipers, scouts, AMS and ECM are how you counter that, and they're pretty effective at it.

I have a Trebbie that mounts 2 LRM 15s and four tons of ammo, and the most damage I've ever gotten out of it in a match was 300 something, with one kill, after using all of my LRM ammo. Compared to my Cent and Awesome that max out at 400 and 600 damage per match each, and you start to see how weak LRMs actually are... Or maybe I'm just terrible at using LRMs.

Either way, I won't consider LRMs overpowered until I see an LRM boat get 5+ kills in one match, without kill stealing.

Edit: Just got 5 kills in a match with said Trebbie. They all had red CTs and were fighting my allies when I found them though, so my point still stands.


I agree. I think LRMs are not overpowered. I also do not think they are underpowered.

What I think is they are just plain implemented incorrectly, along with the supporting equipment.

They already have a good system implemented for LRMs, in the spreading SSRM damage. Honestly, SSRMs need to spread in groups of 2 SSRMs each, so that a specific group receives distributed, concentrated damage like how it works in the TT. LRMs also needs to do the same in swarms of 5 LRMs.

The reason why this needs to happen is that MWO is utilizing the TT armor system. When weapon systems act in a different manner than the expected distributed system that the TT armor system expects, you get what you see now, ballistics being too good when compared with other systems.

#286 Sandpit

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Posted 25 November 2013 - 10:14 AM

View PostZyllos, on 25 November 2013 - 10:12 AM, said:


I agree. I think LRMs are not overpowered. I also do not think they are underpowered.

What I think is they are just plain implemented incorrectly, along with the supporting equipment.

They already have a good system implemented for LRMs, in the spreading SSRM damage. Honestly, SSRMs need to spread in groups of 2 SSRMs each, so that a specific group receives distributed, concentrated damage like how it works in the TT. LRMs also needs to do the same in swarms of 5 LRMs.

The reason why this needs to happen is that MWO is utilizing the TT armor system. When weapon systems act in a different manner than the expected distributed system that the TT armor system expects, you get what you see now, ballistics being too good when compared with other systems.

I think they should group the LRMs like TT. Groups of 5, each group hits a specific location.

#287 SmithMPBT

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Posted 25 November 2013 - 10:18 AM

Leave LRMs alone. ECM is so overused in 12 mans now it makes LRM builds nearly useless.

#288 Hellen Wheels

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Posted 25 November 2013 - 10:21 AM

The thing about LRMs is, that if you have two or three other mechs on your side packing a few racks, the sound effects are really cool when they're all firing in sync.

Can get some good fireworks going, too.

I luvs me some rockets red glare.

#289 Zyllos

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Posted 25 November 2013 - 10:22 AM

View PostSandpit, on 25 November 2013 - 10:14 AM, said:

I think they should group the LRMs like TT. Groups of 5, each group hits a specific location.


Exactly. It fixes so many issues with players utilizing smaller LRM launchers because of their "CT homing" capabilities.

There should be no differences in LRM launcher sizes other than the ratio of weight, heat, critical slots, DPS, and ability to bypass AMS.

Tracking capabilities and target hit locations should be unchanged. Each "swarm" of 5 LRMs should have the same expected capabilities between all launcher sizes.

***EDIT: I would also like to add that there needs to be a toggle to swap between direct and indirect fire for LRMs. The maximum range of direct fire LRMs should be reduced to 660m, an increase in velocity, and MUCH lower firing arc to the aimed location.***

Edited by Zyllos, 25 November 2013 - 10:25 AM.


#290 Charons Little Helper

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Posted 25 November 2013 - 10:22 AM

View PostSandpit, on 25 November 2013 - 10:14 AM, said:

I think they should group the LRMs like TT. Groups of 5, each group hits a specific location.


If they did this they'd need a significant speed buff, and a slight damage buff. The damage because damage aimed at the CT is supierior to damage spread all over. (similar to how they buffed SSRM damage after it doesn't go solely for the core, though to a lesser degree - maybe to 1.4ish)

It would need the speed buff because currently, when you aim LRMs at a mech who is moving, you often hit them low or high - depending upon the direction they're moving. LRMs aimed at arms or legs would miss entirely far more often at the current speed.

Edit: I agree though that the change to LRM targeting should be done. I just don't want to have a month of LRMs being horrible before these changes are made - so I reccomend that they happen at the same time.

Edited by Charons Little Helper, 25 November 2013 - 10:34 AM.


#291 PropagandaWar

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Posted 25 November 2013 - 10:38 AM

View PostBlacke, on 19 November 2013 - 09:38 PM, said:




Plenty of people get killed trying to spot for LRMs. Tag is very important, if I have a tag spotter it is the difference between a 40 point game ad a 800 point game.




That's why i bring my own TAG and some lasers followed up by LOS. 2 lrm 15's tend to trump the little wussa pults that are all lrm 5's. I also brawl with my mech if I have to, but then again thats why the Green Meanies average damage is 325. While its nice that I can fire over a hill I see the clown clouds missing more than they are hitting against any player that actually knows a little about cover.

#292 Sandpit

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Posted 25 November 2013 - 10:46 AM

I don't think grouping them would require a buff of any kind. LRM 20, RNG determines how many actually hit the target. then group those hitting into groups of 5. RNG determines the hit location of each group. AMS then works as usual.

#293 Mystere

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Posted 25 November 2013 - 11:19 AM

View PostHellen Wheels, on 25 November 2013 - 10:21 AM, said:

The thing about LRMs is, that if you have two or three other mechs on your side packing a few racks, the sound effects are really cool when they're all firing in sync.

Can get some good fireworks going, too.

I luvs me some rockets red glare.


Mass firing Katyusha rockets is both beautiful and terrifying, especially if you realize they're heading towards you.

#294 Lyoto Machida

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Posted 25 November 2013 - 12:45 PM

View PostZyllos, on 25 November 2013 - 06:49 AM, said:

This is what I would do with the entire LRM, targeting, and support mechanics in this game:

WARNING!!! VERY LONG!!!

Spoiler



Great post...2 things:

1) No one read the spoiler most likely.
2) I have doubts on PGI implementing 3 of those ideas, much less all of them.

#295 Greyboots

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Posted 25 November 2013 - 01:23 PM

View PostZyllos, on 25 November 2013 - 10:22 AM, said:

***EDIT: I would also like to add that there needs to be a toggle to swap between direct and indirect fire for LRMs. The maximum range of direct fire LRMs should be reduced to 660m, an increase in velocity, and MUCH lower firing arc to the aimed location.***


What, exactly, would this accomplish? And I'm not trying to be confrontational, I really want to know what people expect this to do.

There is actually no difference between direct fire and indirect fire except indirect fire uses someone else's target. Artemis is what makes the difference and all it cares about is whether or not you have LOS to your target whether that be a locked target and the missiles home in or unlocked and they just hit where the crosshairs are.

Is this really just a way to make LRMs more powerful by reducing the penalties for shooting at ECM shielded targets and mechs that "pop out" to attack that you can't get a lock on?

Or am I missing something?

Edited by Greyboots, 25 November 2013 - 01:23 PM.


#296 Trauglodyte

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Posted 25 November 2013 - 01:28 PM

View PostKutfroat, on 21 November 2013 - 01:45 PM, said:

lrms = the way of the unskilled poossies. even worse than artillery in wot ever was.


I disagree with this slightly. LRMs = the way of people grinding a missile hard point heavy mech. They're cheap, semi-effective if not alarming, and light weight. They're not pretty but they get the job done.

#297 Cimarb

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Posted 25 November 2013 - 01:35 PM

View PostZyllos, on 25 November 2013 - 10:12 AM, said:


I agree. I think LRMs are not overpowered. I also do not think they are underpowered.

What I think is they are just plain implemented incorrectly, along with the supporting equipment.

They already have a good system implemented for LRMs, in the spreading SSRM damage. Honestly, SSRMs need to spread in groups of 2 SSRMs each, so that a specific group receives distributed, concentrated damage like how it works in the TT. LRMs also needs to do the same in swarms of 5 LRMs.

The reason why this needs to happen is that MWO is utilizing the TT armor system. When weapon systems act in a different manner than the expected distributed system that the TT armor system expects, you get what you see now, ballistics being too good when compared with other systems.

No. Do you want ballistics and energy weapons to randomly hit like in TT also? LRMs damage the way they should. Clustering them into fives was just to make things simpler in TT so you didn't have to roll once for each missile (four rolls instead of twenty? Yes please). How about missiles hitting your legs even though they all visually hit your torsos? (Or vice versa) Please stop with the TT implementations that make no sense in a real time shooter.

Honestly, the opposite needs to happen. Instead of clustering the LRM damage, the direct fire weapons are the ones that need adjusted. ACs should fire bursts of rounds, like a large bore MG (which they are) and PPCs should do a small radius cone that disburses the damage amongst the hitboxes impacted. This would dramatically balance out the weapon systems and decrease the pinpoint issue immensely.

#298 Sandpit

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Posted 25 November 2013 - 01:40 PM

View PostCimarb, on 25 November 2013 - 01:35 PM, said:

No. Do you want ballistics and energy weapons to randomly hit like in TT also? LRMs damage the way they should. Clustering them into fives was just to make things simpler in TT so you didn't have to roll once for each missile (four rolls instead of twenty? Yes please). How about missiles hitting your legs even though they all visually hit your torsos? (Or vice versa) Please stop with the TT implementations that make no sense in a real time shooter.

Honestly, the opposite needs to happen. Instead of clustering the LRM damage, the direct fire weapons are the ones that need adjusted. ACs should fire bursts of rounds, like a large bore MG (which they are) and PPCs should do a small radius cone that disburses the damage amongst the hitboxes impacted. This would dramatically balance out the weapon systems and decrease the pinpoint issue immensely.

I feel the weapons are pretty well balanced as is. No need to nerf ballistics

#299 Cimarb

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Posted 25 November 2013 - 01:42 PM

View PostGreyboots, on 25 November 2013 - 01:23 PM, said:


What, exactly, would this accomplish? And I'm not trying to be confrontational, I really want to know what people expect this to do.

There is actually no difference between direct fire and indirect fire except indirect fire uses someone else's target. Artemis is what makes the difference and all it cares about is whether or not you have LOS to your target whether that be a locked target and the missiles home in or unlocked and they just hit where the crosshairs are.

Is this really just a way to make LRMs more powerful by reducing the penalties for shooting at ECM shielded targets and mechs that "pop out" to attack that you can't get a lock on?

Or am I missing something?

I think they might mean a flight path/speed difference. There is already a flight path difference under a certain range, but I don't think a lot of these people that complain are aware of that. It wouldn't make much sense for the flight speed to be quicker, aside from the obvious advantage of a more direct flight path (less distance = less time to impact), but maybe they want more control over that flight path, regardless of range, and I can understand that.

For instance, even if the target is 250 meters away, I may be on the other side of a ridge and need the extra vertical to hit him, so indirect flight path would work better for me. On the other hand, even though the target is 750 meters away, he may be under an overhang (Caustic Valley, anyone?) and a direct flight path would allow me to hit him.

#300 Cimarb

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Posted 25 November 2013 - 01:47 PM

View PostSandpit, on 25 November 2013 - 01:40 PM, said:

I feel the weapons are pretty well balanced as is. No need to nerf ballistics

I don't disagree, necessarily, as I like pretty much all of the weapons for one role or another, but the pinpoint issue that many, many people complain about is not a convergence issue at all - it is the amount of damage applied instantly to one single hitbox. No one complains about MGs being overpowered, or the LBX, or any of the lasers even, because they all do their damage over time. The ones people complain about are PPCs, ACs, and Gauss. I think the delayed fire of the Gauss has successfully put it in a great niche, but the other two are still problem children.





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