Tesunie, on 19 March 2014 - 05:30 PM, said:
Artemis and BAP are there for the SSRMs, but do provide Benefits for the LRMs as well. (
editTAG can easily be added on, if one desired. Works well without it.)
Same notes on the Stalker.
Same notes on the Stalker.
2 ALRM10s, with TAG. However, few in tube count. Concept here is the complementary abilities of the AC5, the TAG and the LRMs. If I can see a target, I shoot with basically everything non-stop.
This was an oppsie on my part. The build I posted was a build I was consdering, but was placed in the wrong section of my category of links. It's suppose to be:
http://mwo.smurfy-ne...fc1bd7d5e48b4ea
Even then, it has 2 ALRM10s. No TAG needed.
(The older design has 2 LRM15s, no Artemis or TAG. Worked fairly good before hand. Should be in a good place now with the new changes.)
2 LRM5s...
This build, the LRMs are for some long range, support punch. Look at the rest of the build, and it should become clear what it's purpose is on the battlefield.
Okay, now that I know you looked at them, you seemed to have only looked at the LRM system count. The point is, you don't need to have a ton of LRMs to be effective. You also don't commonly need the have the upgrades for LRMs. The Upgrades should never be needed for LRMs to be considered.
First, Artemis isn't supposed to do anything for SSRMs. BAP potentially only defeats one ECM, and the sensor range bonus from it doesn't do SSRMs any good either, so... Yeah we're definitely playing this game differently.
And that was my point, LRMs were mostly fine before, but they were NOT all that lethal, especially with one rack equipped. They were good suppression weapons and 'finishers' of weakened 'mechs, but a PRIMARY tactical weapon intended for brawling, they were not.
The latest changes with NARC now lasting it's full duration, unless the component it's on is destroyed, and the speed change of LRMs now turns LRMs into something they weren't intended to be. Then you add serious boating to it the formula with 2 or more racks, plus all the add-ons, they have become over powered. Just like being able to boat and fire 6 PPC's was over powered, now 3 or more racks of LRM 10's plus the add-ons has darn near turned into The Last Starfighter's "Death Blossom".
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With the new changes, I could see people saying that the additional equipment could use to be toned down a bit. However, to claim that LRMs are OP because now they are hitting a little more reliably, and you now have to take the "incoming Missiles" warning a little more seriously. LRMs should be able to be effective before all the extras are added on. Then, once the extras are on, it should be a fairly good fighting weapon, on par with other weapons equal to it's weight.
If anything, the bugs of Artemis applying it's bonuses to even indirect fired missiles needs to be removed. This way, LRMs only become "seriously deadly" when in direct line of fire. This would probably place many of the upgrades back into their proper places.
A 'little' more reliably?
Consider this, two LRM 15's artemis and TAG is now more deadly at 800 meters than two gauss. Why? Because the gauss has a 4 second reload time AND, a .75 second charge time, AND only a .5 second firing window. With artemis and TAG a LRM boat can aim, lock and fire both weapons the dual gauss build can charge, aim and fire, add to that Adv. Target Decay and the chance of the LRM boat getting a second indirect salvo off before losing target lock, with the speed allowing it to hit the dual gauss build, while the dual gauss build can't even fire because of reload/recharge, and most importantly lack of line of site.
God forbid we add in someone else targeting the dual gauss build, and/or TAG'ing, and/or a NARC, and/or a UAV, the missiles would be never ending and the gauss build could do nothing but TRY to find some sort of shelter to stop the rain.
I'm unaware of artemis applying its bonuses to indirect targets. I'm fairly certain it doesn't, however, I admit I could be wrong.
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Claiming that the LRMs are OP because of the possible upgrades is kinda silly. LRMs should be more than "minorly functional" (I think I've used them enough personally to know) in their base, right out of the box usage. If they weigh 3 tons and need 1-2 tons of ammo, then they should be able to preform like a 4-5 ton weapon. MGs preform like the 0.5 ton + ammo weapon they are, in the right situations (internal damage).
If anything, it sounds like you should be asking for some changes to the gear attached to LRMs, not the LRMs themselves. Right now, I feel that they work fine and a lot of hyperventilating is happening on the forums, as I see when any change happens to anything. (I have never heard a "thanks PGI, I think you have x just about right" after a change. I always hear "You changed X, now it's useless/OP and you should change it back!"
(PS: The point of my posted build was to show that LRMs, even in small numbers, can make for a good mech design. One does not need to boat LRMs to be effective on the battlefield.)
Your opinion of "silly" is rather self-serving. As I've said all along you can't ignore all the add-ons when you make a change as all these add-ons have a cumulative affect, AND stack. Your concept of what "should and should not" be is also self-serving. No, not true because of their very powerful indirect affect. They should NEVER perform the same as a DIRECT fire weapon because the DIRECT fire weapons NEVER GET an 'indirect fire' mode like LRMs do.
You're wrong the other add-ons worked appropriately for the benefits they provided. The most significant and drastic change made was increasing the speed of the LRMs by near 50%. THAT is what needs to be looked at and has pushed LRMs into the OP territory.
As far as the rest of that sentence, whatever, you wanna say 'thank you' for bad shit that happens to make your "easy mode" style of play even easier, go right ahead.
I agree they can make good mech design, but used in singles or even dual racks, without the add-ons, they aren't "deadly", they are suppression weapons and finishers of weakened 'mechs, what a reasonable person would expect from a SUPPORT ROLE, in ROLE BASED warfare.
Now they are WELL BEYOND their intended role.
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LRMs should be comparable to like weapons of the same weight, maybe a little less powerful (spread damage mostly) due to their indirect fire support options.
You seem to blame the weapon's base stats (which you say are bad), and accuse the bonus gear (that costs weight and crits, and sometimes even a possible defensive weapon) of making it OP. Then, instead of complaining about the LRMs, suggest changes to the gear to make the boosted up LRMs more reasonable.
I've mentioned more of this above, so instead of restating it...
No, significantly less powerful due to that indirect fire support capability. NO OTHER WEAPON SYSTEM gets that benefit, and plus the ability to boat them and get such a cumulative benefit, beyond that of any other weapon system currently in the game, makes keeping them SIGNIFICANTLY less powerful on your arbitrary per ton comparison, PARAMOUNT.
And no, you're probably intentionally misunderstanding my point. I'm saying that the speed boost, plus all the pre-existing stuff, has cumulatively made them OP. The speed boost needs to be toned down, or adjusted to be a 'back end' boost, or a 'target centric' boost (where the speed of the missiles is maxed at 120kph or 10kph greater than the target's max speed, whichever is greater). This would allow the missiles to retain their previous efficacy against heavy and assaults, AND gain additional efficacy against fast moving lights and mediums, which is why the speed boost was added in the first place, you had light 'mechs capable of running as much as 30kph faster than LRMs could travel making them nigh invulnerable to LRM fire.
I've never stated the affects of the other things needed to be toned down. They are fine, it's the drastic speed boost that's caused the problem.
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I stated at the bottom that I haven't had very many matches so far with the new patch. However, from how I seem to feel them playing, and my stats (as much as they still change by a few percent from match to match) seem to agree with me that they did get a small boost to "damage through accuracy", but not enough to make them "an OP killing weapon". (And are you saying I don't know how to use LRMs...? Lets not go there, shall we? <_< )
What is your accuracy on those LRM10s? Are the Artemis? And, by most standards I know, 80% is considered high accuracy, not low. My score for the AC5 was 54.52% (Gauss at 66.11%) before the stat reset. I have not used them get this patch, but they did not get changed, so I shall assume that my results wouldn't change much.
At this point, given everything you've said, I would say your understanding of how to get the most out of the LRM weapon system leaves much to be desired. Your level of understanding appears to be, at best, 'average'.
I've posted my most recent stats in this thread. You can see that my gauss has fallen to 63.5%, but of course with never ending, inescapable, streams of LRMs falling on me causing cockpit shake, it's a bit difficult to maintain my level of accuracy (...that and 6 pints of beer...).
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I still have to disagree with LRMs being too powerful. I took quite the rain my last match I played in, and survived it fairly well. All components still attached. (It hurt, but did not kill me.)
So, because you killed a mech to two mechs a game average, it's overpowered? I've seen people get tons of kills with SmL, does that mean they are overpowered? I had a match with my Griffin where I got 4 kills in it. Shall I start claiming how OP the Griffin is? My Quickdraw 4H has played 97 games, and killed 97 mechs, with a K/D of 1.83. It must be OP and should be nerfed...
"Quite the rain"... LOL, that's a matter of perspective there. One person firing LRM5, probably? I miss those days. No, it's been between 4 and 8 mechs (as many as 10 a few matches) firing multiple racks of LRM 10's and 15's. You get caught underneath an effectively unending minimum LRM 80 and your perspective changes, SIGNIFICNATLY.
Don't get all idiotic and histrionic with me. Go to YouTube and look at my videos, you'll see some high per match kill counts from me. The small laser boats have a LOT of compensating factors that balance them, the extreme limited range, the small amount of damage, the typically small amount of armor carried by those 'mechs, the fact that you typically have to traveling at full speed all the time to avoid being an easy target, thusly limiting your ability to focus your fire on a single point limiting the 'pin point' damage you can do in any particular pass, ALL, balance the 'mech. As far as your Griffin, I doubt it's over powered, in of itself, I'm guessing you've found a build and a play mode that isn't commonly countered by most game play.
The new state of LRMs has pretty much totally eliminated the "get to cover" mitigant for LRMs for slower mediums and heavies and definitely all assaults, below a range of 500 meters, and significantly eliminated the window at 800 meters. You seem to like to do the math, figure it out.
Before the speed boost, missile travel was:
1000 meters - 8.3 seconds
800 meters - 6.6 seconds
500 meters - 4.1 seconds
250 meters - 2.0 seconds
Now:
1000 meters - 5.7 seconds
800 meters - 4.6 seconds
500 meters - 2.9 seconds
250 meters - 1.4 seconds
You have significantly shaved off the "get to cover" time previously available for the target. Add Adv. Target Decay on there and EVEN WHEN you've gotten to cover the fact that the LRM boat gets an extra 3.5 seconds of targeting on you EVEN AFTER YOU ARE NO LONGER VISIBLE means that the LRMs will most probably hit.
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From my numbers, (at least when I am using them, and I suspect my numbers are rather average for most people), they are being less effective still compared to direct fire weapons. In spread damage, reload times, accuracy, lack of control (no aiming)...
I can only recall two such events, but I have only been here for a little over a year. One happened before I arrived, with the introduction of Artemis. The second one happened when the Jagermech was released. Each had problems that were either flight path or splash damage related, not LRM speed related. In the first, they hot fixed it so it didn't go straight up and straight down onto people's mechs. The second they reduced damage and splash radius, to bring the LRMs back in line per missile. The others I am not aware of...
They should be less effective to direct fire weapons, SIGNIFICANTLY so, due to the indirect capability.
I won't argue history, it has no bearing on today, other than showing precedent for PGI introducing BAD changes to LRMs.
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My numbers are telling me that the increased speed is not overly increasing my accuracy. The LRMs still spread like crazy. They still do 1.1 damage. Cover and breaking line of sight still stops the LRMs. AMS got improved to counter the buff to speed (which I've seen as being much more powerful than they once were, even with the speed increase). If anything, Artemis needs to stop providing bonuses for indirect fire, like it is suppose to. That will be one gear that will help balance LRMs for indirect combat, while keeping them at a reasonable threat for direct combat.
What this statement tells me is that you're probably not regularly using artemis, TAG, nor adv. target decay, nor are you regularly dropping in a pre-made team, or with pugs who have experience acting as spotters. Do these things and you'll start seeing multiple 6 kills per match games like I have been.
As far as the repetitive artemis comment, again, I am unaware of it providing its bonuses to 'mechs who were NOT initially LOS when targeted and fired upon. If they make it to cover, I believe the missiles still spread, but the boost in target acquisition and the tighter pattern during that time remain. Sorry it's impractical to go back in time and eliminate ALL the bonuses because the target moved out of site.
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They need to remain a threat. Not something that "incoming missiles" means nothing.
LRMs are going to be a weapon that will probably always have complained about it, simply because it can be fired indirectly. I realize this. However, I still am not under the impression that they are over powered with the recent changes. Now, they feel rather nice. This is my opinion. My Stats I have seem to back me up so far. However, I only have my own stats to call upon, and I can only call conclusions from what data I have, as limited as it may be.
They were a 'threat' before, and that "incoming missiles" message DID mean something to most 'mechs incapable of traveling at 121+ kph, they just need to NOT be certain death.
Well get more data then.
Tonight the targets of my LRM boats were brutalized, effectively ********* in some cases. The only time I started having issues was when the REST of the pugs were either noobs, or just badly skilled, OR, the other team brought MORE LRMs than my side did.