Wow I Cannot Believe How Bad Lrms Are....
#1
Posted 23 December 2013 - 01:02 PM
The spider was out in the open and wasnt even moving at max speed. He was walking around slowly.
The spider didnt even get to red armor....and had no AMS/ECM.
I mean seriously, how can a light mech tank 150 LRMs....this just make sno sense whatsoever....
#2
Posted 23 December 2013 - 01:12 PM
#3
Posted 23 December 2013 - 01:17 PM
#4
Posted 23 December 2013 - 01:18 PM
#5
Posted 23 December 2013 - 01:26 PM
Jun Watarase, on 23 December 2013 - 01:02 PM, said:
The spider was out in the open and wasnt even moving at max speed. He was walking around slowly.
The spider didnt even get to red armor....and had no AMS/ECM.
I mean seriously, how can a light mech tank 150 LRMs....this just make sno sense whatsoever....
Not really surprising against something that small and that fast is it?
#7
Posted 23 December 2013 - 02:09 PM
Jun Watarase, on 23 December 2013 - 02:01 PM, said:
I think it is because people are having a hard time with the scenario presented. I am not sure I have every played a match where a Spider slowly walks in the open for apparently minutes on end.
#8
Posted 23 December 2013 - 02:35 PM
#9
Posted 23 December 2013 - 04:22 PM
Jun Watarase, on 23 December 2013 - 02:35 PM, said:
[REDACTED]
LRMS r not for you. I use 4 or 5 lrm5s and **** people up all day with them they group tighter and recycle faster so if I miss I shot again 3.25 seconds later instead of 4.25 or 4.50 whatever the 15s or 20 s fire at LRMS r great. Try ssrms on lights not lrms.
Edited by Destined, 24 December 2013 - 10:36 AM.
insults
#10
Posted 24 December 2013 - 06:35 AM
Jun Watarase, on 23 December 2013 - 02:01 PM, said:
I tell you the mech wasnt going fast and you tell me the mech was going fast.
*slow clap*

The only facepalm needed is one applied directly to yourself.
I have absolutely no issues with using LRMs against targets properly. Seems to be the case with the gross majority of people around here also who called you out on this exact same thread last patch you posted.
Now SRMs on the other hand, that's where the problems are. LRMs are just fine.
#11
Posted 24 December 2013 - 10:36 AM
Would anyone like to try explaining why a spider walking slowly should be able to tank 150+ LRMs without going to red armor? Anyone at all? Without resorting to bragging claims that they are LRM gods and can deal 1k+ damage easily and there is no problem with the weapon?
(Im betting the next couple of replies involve "learn2play! they work great for me!" arguments)
Edited by Jun Watarase, 24 December 2013 - 10:40 AM.
#12
Posted 24 December 2013 - 10:46 AM
. but this is the way it should be cause if lrms changed pattern per mech size they would die instantly to the many players who spam multiple launchers with no skill involved.
Edited by Geist Null, 24 December 2013 - 10:48 AM.
#13
Posted 24 December 2013 - 10:49 AM
Also how does this affect small missle tubes?
If a LRM-15 is in a 5 shot missle tube shouldnt it be like firing 3x LRM-5s because only 5 LRMs are coming out of the tubes per volley?
Edited by Jun Watarase, 24 December 2013 - 10:49 AM.
#14
Posted 24 December 2013 - 10:49 AM
Of those "150" missiles, maybe 30 would have actually made contact if this was happening.
#15
Posted 24 December 2013 - 10:52 AM
Jun Watarase, on 24 December 2013 - 10:36 AM, said:
Would anyone like to try explaining why a spider walking slowly should be able to tank 150+ LRMs without going to red armor? Anyone at all? Without resorting to bragging claims that they are LRM gods and can deal 1k+ damage easily and there is no problem with the weapon?
(Im betting the next couple of replies involve "learn2play! they work great for me!" arguments)
I guess it really matters about a few things; range to target, velocity of moving target, and was target locked retained the entire time? I've dumped LRMs into Lights and all other Mechs and I deal less damage on Lights due to; smaller profile and hitboxes, the larger the cluster of missiles the more likely most will miss the target, while smaller cluster missiles work better on Lights... like LRM 5s and 10s... and coming from a Light pilot as well (I like my Medium and Light Mechs)... LRMs work fine against Lights... did you manage to see the ping of your connection or the Spider in question? HSR is a ***** sometimes...
#16
Posted 24 December 2013 - 01:20 PM
Jun Watarase, on 24 December 2013 - 10:36 AM, said:
Would anyone like to try explaining why a spider walking slowly should be able to tank 150+ LRMs without going to red armor? Anyone at all? Without resorting to bragging claims that they are LRM gods and can deal 1k+ damage easily and there is no problem with the weapon?
(Im betting the next couple of replies involve "learn2play! they work great for me!" arguments)
Nope, no one is able to explain why you are unable to use LRM's while others (myself included) use them just fine. Maybe you should stop playing with them, since you obviously don't have any clue how missiles work. When people give you advice on how to use missiles effectively, next time try the advice, instead of countering with absurd arguments.
Jun Watarase, on 24 December 2013 - 10:49 AM, said:
LRM 5`s aren't better than LRM 15`s, just different. 4xLRM 5 is comparable to 1xLRM 20 for damage, but on a mech with AMS, the LRM 5`s will barely do damage, whereas the LRM 20 hits hard. (AMS shoots down 3-5 missiles per volley) However, on a light mech with no AMS the LRM 5`s will do significantly more damage as the total area of the spread is smaller due to fewer missiles at once.
I dont really care if you like LRM`s or not, if you use them properly or continue using them poorly. I absolutely dont care. I just want to point out that many people have given you good advice. Advice which you still refuse to use, and continue to complain saying, no one can give a counter argument to LRM`s sucking. The LRM`s dont suck, many people make them work well. You just seem incapable of using them effectively. That is all.
Happy Holidays!
Edited by Donkehote, 24 December 2013 - 01:21 PM.
#17
Posted 24 December 2013 - 05:54 PM
Donkehote, on 24 December 2013 - 01:20 PM, said:
Nope, no one is able to explain why you are unable to use LRM's while others (myself included) use them just fine. Maybe you should stop playing with them, since you obviously don't have any clue how missiles work. When people give you advice on how to use missiles effectively, next time try the advice, instead of countering with absurd arguments.
LRM 5`s aren't better than LRM 15`s, just different. 4xLRM 5 is comparable to 1xLRM 20 for damage, but on a mech with AMS, the LRM 5`s will barely do damage, whereas the LRM 20 hits hard. (AMS shoots down 3-5 missiles per volley) However, on a light mech with no AMS the LRM 5`s will do significantly more damage as the total area of the spread is smaller due to fewer missiles at once.
I dont really care if you like LRM`s or not, if you use them properly or continue using them poorly. I absolutely dont care. I just want to point out that many people have given you good advice. Advice which you still refuse to use, and continue to complain saying, no one can give a counter argument to LRM`s sucking. The LRM`s dont suck, many people make them work well. You just seem incapable of using them effectively. That is all.
Happy Holidays!
I have to jump in here. you are making his point. The issue is that the pattern.
A lrm 5- doing more damage to lites then a lrm 15-20. I should shock and awe the lite to death{ Explosive Concussion should be felt 100 m away shaking it apart even with out a direct hit }.
Are LRM working yes but to tell some one to use the 5 - 10 for the lite defies logic.
To the op dude ( you are missing most of the others piont }the game mechanic is what it is. DO NOT us it on lites it just a waste of missiles.{yes I know it defies logic but not PGI's logic}
How it should work in real life or most other games has no bearing here
Happy holidays
#18
Posted 24 December 2013 - 07:30 PM
As was mentioned earlier the LRM's are indeed falling behind the small Mech's. When the 15 pack is targeted at a larger Mech and is in it's final arch in to the Mech, it enters from the head and spreads out down to the legs while the Mech is moving. (depending how wide the Mech is.) The radius of the LRM volley is not changed for large or small Mech's so you can expect the trailing missiles to in fact miss and impact the ground behind the small Mech.
The other posters may indeed be correct in that the smaller LRM packs do have a tighter group and you may see more impacts on all the smaller Mechs. The 10pack may be the largest you would want to fire at these rather tiny Mechs. (relative to the volley radius size)
PGI has reduced, well almost eliminated, the splash damage from LRM's in patch's quite a while ago. Seem to remember it's at about 2 inch's per missile, which is smaller than the missile head itself. So at 1.1 Dmg per missile there is no splash damage at all. The reason PGI removed the splash was due to problems with overlapping damage rings from these type's of elements and the coding to correctly account for damage working from surface to internals.
I am hoping with the additional work the engineers have had within the CryEngine and the models that after we get the updated engine and other refinements to the code we may indeed see the LRM splash damage return. Even if you can't hit the small Mech's with all the Missiles I expect to do significant damage to there legs from splash.
(and that's basically all I'm looking for to start with.)
Note: Adding Artimis to the LRM's does tighten up the grouping even more, but we still do not have the direct fire semi-flat trajectory that this targeting element is designed to bring when in line of sight. Something like slightly arched giant streaks but slower turning. (if only!) - And no I'm not talking about the MRM's, that's much later in the time line.
9erRed
#19
Posted 25 December 2013 - 12:43 PM
#20
Posted 25 December 2013 - 03:17 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users






















