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Lrm Apocalypse To Light Mechs
Started by Rubidiy, Nov 21 2013 02:15 AM
12 replies to this topic
#1
Posted 21 November 2013 - 02:15 AM
sigh... PGI... guys, you probably have some motto attached to your monitors saying "first do, think afterwards"
starting from 19th november any light mech can be destroyed by two LRM clouds inevitably hitting it's back. I took some time to make sure. No direct line of sight, no TAG or NARC on targeted mech, AMS is attached to a targeted mech. Targeted mech is constantly moving and hiding, but LRM trajectory confirms my fears: LRMs won't hit target ONLY if it stands behind very good cover in the very moment of LRM aproaching. And they surely destroy back components of any light mech in two clouds.
Ingame it means that if your light mech is locked by any mech in the vicinity of some enemy LRM boat, no matter how well you move and get away from the line of sight, LRMs are going to hit you anyway. In terms of time it means that you hear/see message "incoming missiles" and you have to get out of sight of ANY enemy mech litterally immediately, because LRMs are already on their way and you'll be locked for a few more seconds before lock goes off. In these few seconds you have to find a really high and really steep cover, otherwise you're dead. It's LRM apocalypse all over again.
Dear PGI, note that Mechwarrior online is already released, so please make sure you polished and checked everything before you release it to consumers, because they are not beta-testers anymore. Hope, that anyone will read this and will fix the issue asap.
starting from 19th november any light mech can be destroyed by two LRM clouds inevitably hitting it's back. I took some time to make sure. No direct line of sight, no TAG or NARC on targeted mech, AMS is attached to a targeted mech. Targeted mech is constantly moving and hiding, but LRM trajectory confirms my fears: LRMs won't hit target ONLY if it stands behind very good cover in the very moment of LRM aproaching. And they surely destroy back components of any light mech in two clouds.
Ingame it means that if your light mech is locked by any mech in the vicinity of some enemy LRM boat, no matter how well you move and get away from the line of sight, LRMs are going to hit you anyway. In terms of time it means that you hear/see message "incoming missiles" and you have to get out of sight of ANY enemy mech litterally immediately, because LRMs are already on their way and you'll be locked for a few more seconds before lock goes off. In these few seconds you have to find a really high and really steep cover, otherwise you're dead. It's LRM apocalypse all over again.
Dear PGI, note that Mechwarrior online is already released, so please make sure you polished and checked everything before you release it to consumers, because they are not beta-testers anymore. Hope, that anyone will read this and will fix the issue asap.
#2
Posted 21 November 2013 - 02:17 AM
Dear Rubidity: WTF?
I did some games in my Mandos yesterday. Everything was fine!
I did some games in my Mandos yesterday. Everything was fine!
#3
Posted 21 November 2013 - 02:20 AM
LRMs converging on the CT has been an issue whenever they became popular. They really need to have a spread similar to streaks. It should be easy enough to split the missiles up on their final approach.
#4
Posted 21 November 2013 - 03:28 AM
Thing is that now LRMs are flying in much tighter clouds without any TAG or NARC bonuses. In addition to this their trajectory also changed to one that I saw back in a days of first LRM apocalypse. I understand developers' desire to make their game more friendly to newcomers and make some tweaks to make LRMs more popular, but such things should be tweaked with extreme caution and a lot of testing. If they desided to make LRMs more effective, then they should get these bonuses while LRM player is locked to it's target by himself.
PGI is talking about rebalancing the game to make people use light and medium mechs more, but what we get lately is a seismic sensor nerf which means, that heavier mechs can stand behind cover and see aproaching lights, but light mechs are not able to see seismic readings while moving. Movement is life for a light mech. Most of the time light mech pilots are blind in case of seismic readings. And in addition to this PGI tweaks LRMs so that they destroy any light mech in two volleys inevitably hitting it and litteraly preventing light mechs from engaging any enemy mech in the radius of 1000m from LRM boat.
PGI is talking about rebalancing the game to make people use light and medium mechs more, but what we get lately is a seismic sensor nerf which means, that heavier mechs can stand behind cover and see aproaching lights, but light mechs are not able to see seismic readings while moving. Movement is life for a light mech. Most of the time light mech pilots are blind in case of seismic readings. And in addition to this PGI tweaks LRMs so that they destroy any light mech in two volleys inevitably hitting it and litteraly preventing light mechs from engaging any enemy mech in the radius of 1000m from LRM boat.
#5
Posted 21 November 2013 - 04:01 AM
Having fired numerous volleys of LRM15s at lights running around I can say this is definaetly NOT the case... unless the little buggers are slow as hell or get stuck on terrain the missiles still go into the ground behind them when running perpendicular to me.
This was with Artemis and direct LoS but no Tag or Narc.
This was with Artemis and direct LoS but no Tag or Narc.
#6
Posted 21 November 2013 - 04:15 AM
More trolling?
#8
Posted 21 November 2013 - 09:37 AM
I took probly 30-40 lrms in my jenner the other day and took damage all over my mech. If memory serves me correctly my left torso took the most damage so I can't say I see what the OP is taking about.
#9
Posted 21 November 2013 - 01:47 PM
Try moving, it really helps.
#10
Posted 21 November 2013 - 02:08 PM
Can't support this...
I'm playing lights as well as biguns with Lurms. From my point of view they're quite ok. Especially if compared to ancient beta times...
I'm playing lights as well as biguns with Lurms. From my point of view they're quite ok. Especially if compared to ancient beta times...
#11
Posted 21 November 2013 - 06:50 PM
I really hope they bring back reload costs. I LIKED it when adding artemis was a "hmmmmm it would cost a lot of money..." decision. Sure, you could boat a ton of LRM15+Artemis but good luck on the reload costs.
#12
Posted 21 November 2013 - 07:15 PM
I don't actually remember the last time I died via LRMS...
#13
Posted 22 November 2013 - 04:36 PM
^ probably when your lrm ammo bin in your leg exploded, taking out your XL engine
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