Edited by lsp, 15 January 2014 - 12:20 PM.


A Small Tweak To Make Lrms Deal More Consistent Damage
#41
Posted 15 January 2014 - 12:19 PM
#42
Posted 15 January 2014 - 12:36 PM
Now add in that 100 damage (out of 198 possible) is also spread all over a mech with large bunches of missiles. I wouldn't mind this (in fact I prefer it) except that LRMs (contrary to popular belief) are not easy weapons to use in MWO, especially compared to PPC/ACs. I have a hard time wrapping my head around why "skill" is so often confused with "the ability to put a pixel cross hair over the pixel enemy and click the mouse". That's A skill, certainly not the only relevant skill. LRM's take skill in terms of positioning and timing much more greatly than direct fire weapons.
In short: Bone targeting enforces damage spread around enemies (instead of coring CT's out) when boats fire... this should be able to give the dev's some space to increase the missile acceleration or other tweaks to make LRM's more viable in general.
#44
Posted 15 January 2014 - 01:10 PM
Khobai, on 15 January 2014 - 11:29 AM, said:
if you have to spot the enemies yourself, youre not realizing its potential anyway... because you can only really spot for yourself at 500m or less, which is half the range the weapon is supposed to be effective at.
LRMs are fine < 500m. The problem is theyre supposed to be fine out to 1000m, and they just dont work at that range because of ECM, lack of spotting, and slow missile speed.
500m or less? Don't have a tag and never play on alpine/caustic/tourmaline?
Tag against ecm, advanced sensor range, bap and you are pushing your own spotting out far enough to get more use. Doing all that does make you a dedicated LRM mech though, which has it's own type of play.
If you are talking about artemis, then that is another bag of pennies.
#45
Posted 15 January 2014 - 01:20 PM
MadcatX, on 15 January 2014 - 11:52 AM, said:
I believe that's in the works
What was posted was that launchers would be either artemis or not, but mixing them was not going to be allowed; in order to remove the lock-on bonus from SSRM Artemis gives today. I hope I'm wrong, but I don't believe I am.
#46
Posted 15 January 2014 - 01:43 PM
Quote
the map pool is so big now that you only play on those maps a small amount of the time. and its not worth toting lrms which are ineffective on most other maps just to have small chance of playing on a map theyre effective on.
lrms should be universally good on all maps.
#47
Posted 15 January 2014 - 02:58 PM

I have an agenda with ECM: Buffing LRMs would be contrary to that.

Good Day.

#48
Posted 15 January 2014 - 03:01 PM
That said LRMs are really close to being effective, with a few tweaks they could become something other than wasted tonnage.
A) LRMs need to be long range weapons, not the longest range but considering an ERPPC does damage out to 1620 and ACs can go past that, 1500 meters would be a good spot less would be ok more would be nice.
B AMS LOVE the idea that AMS brings the missile warning though a good alternative would be that you dont get the warning until missiles are 200m out no matter what range the missiles are fired from, good for balance too since all targets get nearly the same warining
C) Speed Missiles should accelerate continually as they move downrange up to a slightly higher max speed (10-20%)
D) Turning Rate should do the opposite as the missile accelerates they should turn more slowly but starting from a higher rate
Options C&D are I'm sure much more complicated to implement but would give more realistic feel as well as a little more effectiveness at the ends of the effective range, while A&B would add effectiveness for relatively little effort hopefully not enough to make LRMs OP again
Edited by Krasnovian, 15 January 2014 - 03:03 PM.
#49
Posted 15 January 2014 - 03:13 PM
focuspark, on 15 January 2014 - 01:20 PM, said:
What was posted was that launchers would be either artemis or not, but mixing them was not going to be allowed; in order to remove the lock-on bonus from SSRM Artemis gives today. I hope I'm wrong, but I don't believe I am.

#50
Posted 15 January 2014 - 03:22 PM
Krasnovian, on 15 January 2014 - 03:01 PM, said:
Good job contradicting yourself. Any weapon, when boated, can become viable. If LRMs are only in a good place when boated, then the weapon sucks.
I won't be happy until my Trebuchet becomes a menace on the field instead of a running joke.
#51
Posted 15 January 2014 - 03:28 PM
Sybreed, on 15 January 2014 - 03:22 PM, said:
I won't be happy until my Trebuchet becomes a menace on the field instead of a running joke.
To be fair, the Trebuchet would still be a joke no matter how good LRMs are. Most of the 55 ton mediums are hilariously superior at nearly every job as the Treb.
#52
Posted 15 January 2014 - 03:33 PM
Sybreed, on 15 January 2014 - 03:22 PM, said:
I won't be happy until my Trebuchet becomes a menace on the field instead of a running joke.
Blowing up other mechs (legitimately, not just getting the last killing shot) in a running joke is fun

#53
Posted 15 January 2014 - 03:36 PM
MadcatX, on 15 January 2014 - 03:33 PM, said:
Blowing up other mechs (legitimately, not just getting the last killing shot) in a running joke is fun

not easy in a Treb

Usually, it's the 3 Medium lasers that deal the last hit...
FupDup, on 15 January 2014 - 03:28 PM, said:

Edited by Sybreed, 15 January 2014 - 03:37 PM.
#54
Posted 15 January 2014 - 04:02 PM
So, if an LRM Mech fires at 600m, the warning only kicks in at 300m from the initially locked target.
At 400m, the enemy would effectively get little, to no warning.
#55
Posted 15 January 2014 - 07:01 PM
Khobai, on 15 January 2014 - 01:43 PM, said:
the map pool is so big now that you only play on those maps a small amount of the time. and its not worth toting lrms which are ineffective on most other maps just to have small chance of playing on a map theyre effective on.
lrms should be universally good on all maps.
They're sort of okay on Alpine if you can take the ultra high ground and have a spotter and/or tag on an arm you can aim down....
Goose, on 15 January 2014 - 02:58 PM, said:

I have an agenda with ECM: Buffing LRMs would be contrary to that.

Good Day.

That's part of the reason I think LRM's should get bone targeting... so we can do away with the ECM team stealth in favor of just longer lock times and perhaps some increased scatter. ie...nerf lrms to nerf ecm to make lrms more viable. How strange a game this has become. Stupid convoluted band-aides instead of actual balance.
#57
Posted 16 January 2014 - 12:57 AM
And looking back at the games this week there was plenty of rain in the air.
If you start to buff LRMs with speed or with removing the warning or anything I'd like to see the TAG reduced to its former range of only 450m - this would make selftagging still useful if you're in fighting range and longrange would need teamplay.
#58
Posted 16 January 2014 - 04:28 AM
My reasoning? I posted about tactics and no one responded to them. So please PGI do not touch a thing on Lrms.
#60
Posted 16 January 2014 - 08:50 PM
Mudhutwarrior, on 15 January 2014 - 10:17 AM, said:
http://www.allworldw...by-Richert.html
I don't know what you are trying to say here, it takes different skills to pug with LRMs for example.
Mudhutwarrior, on 16 January 2014 - 04:28 AM, said:
My reasoning? I posted about tactics and no one responded to them. So please PGI do not touch a thing on Lrms.
There are plenty of threads that post about LRM tactics though:
http://mwomercs.com/...ge-suggestions/
http://mwomercs.com/...m-commandments/
http://mwomercs.com/...a-how-to-guide/
http://mwomercs.com/...1999-lrm-guide/
http://mwomercs.com/...o-properly-use/
And from using them it's not an easy button, but maybe too user friendly? I dunno. Anyway, I wouldn't mind looking at making some changes to them in a testing environment, and due to RL stuff, I just remembered I missed the scheduled tests today

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