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Paul's Trouble With Lrms


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#241 Lyoto Machida

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Posted 04 March 2014 - 01:18 PM

View PostTrauglodyte, on 03 March 2014 - 06:47 PM, said:

37% for me on LRM10s but I use them mostly on my "ranged brawler" builds. I don't fire at anything further than 500m cause speed and targeting are such an issue. It is really too bad too cause the LRM should be a fearful weapon. I'm ok with some missile loss cause it makes sense. But, when you see the ineptitude of its use and just the failings of the weapon, it is a wonder that you see them at all.


I'm a bit over 37% myself on the LRM15s. I agree that people even bring them when it is so inefficient. Making them fire and forget (assuming at least one person is in radar range) would do wonders for LRM effectiveness.

View PostJoseph Mallan, on 04 March 2014 - 05:26 AM, said:

They take the skill of the User, and the skill of the spotter. LRMs work best when working with a team.


I don't rely on spotters too much...unless you count the friendly brawler 100m ahead of me as a spotter. I don't count friendlies as spotters when I can directly target the enemy myself.

Direct fired LRMs beat indirectly fired LRMs most of the time...no one (with any skill) is shooting them from 900m away.

#242 Kommisar

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Posted 04 March 2014 - 01:22 PM

View PostAlmond Brown, on 04 March 2014 - 09:27 AM, said:


So you wish your LRM5 to do a guaranteed 5 points if all you have to do is get lock on any target after 1-3 seconds and then pull the trigger? Guess what, even your AC5 (super OP Ballistic) doesn't guarantee you 5 points every pull.

Unless you wish to expose yourself, LRM's are effectively a "tag team" weapons system. Pardon the pun. We have all seem LRMAgeddon. Not many wish to see it again. Missiles work great by those who "understand" how best to use them. Make them to Newb friendly and everyone will once again suffer there wrath.

This is a perfect case of "be very careful of what you wish for".


Well... your opening paragraph started directly with pushing arguments onto me for which I did not make. Please try to understand that not everyone is wielding a sledgehammer in this debate one way or the other.

My point is that the LRM only fills two roles/needs as of right now in the game. 1) Indirect fire. It's the only weapon that can do this. 2) To fill missile hard points on a chassis for long range combat.

To start with point 2, I don't believe that any weapon should have it's worth weighed by it's ability to fill a hard point class. My opinion is that it is a sloppy and lazy means of building your weapon/balance structure for a game.

To point 1, indirect fire; yes, here it does serve a roll. I would argue that the investment of tonnage into the mech (or most likely, mechs) to pull off this indirect fire is simply not worth the risks on the whole. Yes, there are cases where someone got wrecked by indirect LRM fire. But, my experience to date is that this is an edge case. Most teams that I know of, those that group together in 4 or 12 mans, tend to avoid the overly complex, high risk tactics needed to utilize it as anything more than opportunity fire. If you get it going, great... but better have a Plan A to use first. In PUGs, it's a complete die roll as to if you can pull it off.

As a decent light pilot, I'll say that trying to TAG an enemy mech and then hold that TAG long enough for the missiles to track in is asking for a quick death. I've tried it. I've pulled it off. But, again, high risk, very low return. If you have had better luck standing relatively still for 3 to 10 seconds in your Spider in-game... well, good for you.

I have no issue of making LRMs a high-risk / high-reward weapon system. I don't want everything to be flat and equal. But as it stands now, if most of the veteran players are being honest with themselves, they will say that the LRMs as they stand now are high-risk, low returns. Especially for all the equipment, ammo, modules and teamwork you have to invest to get that low return. Oh, and before assumptions are made, I've used LRMs, I still try them out from time to time in single and boat form. I can work them. But I am not a LRM guru or anything. I don't pine for the 2 days following Artemis implementation in CB. They just are not my play style. I would, however, like to see them find a better place in the current game.

#243 Nicholas Carlyle

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Posted 04 March 2014 - 01:23 PM

View PostLyoto Machida, on 04 March 2014 - 01:18 PM, said:

I don't rely on spotters too much...unless you count the friendly brawler 100m ahead of me as a spotter. I don't count friendlies as spotters when I can directly target the enemy myself.

Direct fired LRMs beat indirectly fired LRMs most of the time...no one (with any skill) is shooting them from 900m away.


This is part of the problem...seems like every complaint thread about LRM's involves someone being 900-999m behind cover, and doing 600 damage.

This just really doesn't happen unless the opposing player is bad.

They should stop calling them LRM's and start calling them MRM's, because you are really only using them between 300 and 600m if you are doing it right.

Edited by Nicholas Carlyle, 04 March 2014 - 01:38 PM.


#244 Trauglodyte

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Posted 04 March 2014 - 01:37 PM

View PostNicholas Carlyle, on 04 March 2014 - 01:23 PM, said:


This is part of the problem...seems like very complaint thread about LRM's involves someone being 900-999m behind cover, and doing 600 damage.

This just really doesn't happen unless the opposing player is bad.

They should stop calling them LRM's and start calling them MRM's, because you are really only using them between 300 and 600m if you are doing it right.


You're right on that last part. Thing is, LRMs only had a 21 hex max range in TT which equates to 630m. So, point of fact, if you're using LRMs within 600m, you're playing them like you would have in TT. The sad part, there is that LRMs got a range boost and SRMs didn't.

LRMs just need a lot of work done. They're too slow and we know this. They're too impractical due to terrain and we know this. The arcing is a problem with LOS and we know that. And there are too many counters which we also know. I can deal with all of that and keep on playing. But, what really just grinds on me is that say I hit you at 500m with my ALRM15 and I kept TAG on you the entire time. I should have just put a 15 spot right dead center of your mech which is equal to a Gauss round. People don't normally shake off Gauss rounds or AC20 rounds with a shrug. But, they do it damn well often with LRMs. Worse yet is when I see a Light mech clipping around within 400m of me and I "stupidly" toss a volley at them. They don't outrun my payload but most of the missile end up hitting the ground because of the sad to-hit coding vs. fast targets which doesn't bring into account the fact that a ALRM15+TAG will hit with all of the missiles on an Atlas but the same number of missiles won't hit the Spider let alone it's legs when it is on a straight get out of Hell run.

So, what we have is a heat efficient weapon that may or may not hit the target at a range 2/3 that listed whose target acquisition can be blocked and damage can be reduced when used on targets of acceptable size (ie, nothing smaller than a Centurion). Tell me again why that works?

Edited by Trauglodyte, 04 March 2014 - 01:39 PM.


#245 Nicholas Carlyle

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Posted 04 March 2014 - 01:39 PM

View PostTrauglodyte, on 04 March 2014 - 01:37 PM, said:


You're right on that last part. Thing is, LRMs only had a 21 hex max range in TT which equates to 630m. So, point of fact, if you're using LRMs within 600m, you're playing them like you would have in TT. The sad part, there is that LRMs got a range boost and SRMs didn't.

LRMs just need a lot of work done. They're too slow and we know this. They're too impractical due to terrain and we know this. The arcing is a problem with LOS and we know that. And there are too many counters which we also know. I can deal with all of that and keep on playing. But, what really just grinds on me is that say I hit you at 500m with my ALRM15 and I kept TAG on you the entire time. I should have just put a 15 spot right dead center of your mech which is equal to a Gauss round. People don't normally shake off Gauss rounds or AC20 rounds with a shrug. But, they do it damn well often with LRMs. Worse yet is when I see a Light mech clipping around within 400m of me and I "stupidly" toss a volley at them. They don't outrun my payload but most of the missile end up hitting the ground because of the sad to-hit coding vs. fast targets which doesn't bring into account the fact that a ALRM15+TAG will hit with all of the missiles on an Atlas but the same number of missiles won't hit the Spider let alone it's legs when it is on a straight get out of Hell run.


You needed to go further with the comparison. Don't just include SRM's and LRM's...include Lasers, PPC's and AC's which have INSANELY long range compared to LRM's.

#246 Trauglodyte

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Posted 04 March 2014 - 01:44 PM

View PostNicholas Carlyle, on 04 March 2014 - 01:39 PM, said:


You needed to go further with the comparison. Don't just include SRM's and LRM's...include Lasers, PPC's and AC's which have INSANELY long range compared to LRM's.


Yeah. Non-MG ballistics got 3x, energy got 2x, LRMs got 0.5x, and SRMs got jack. Then again, SRMs aren't really missiles but are rather dead fire rockets.

#247 Nicholas Carlyle

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Posted 04 March 2014 - 01:48 PM

View PostTrauglodyte, on 04 March 2014 - 01:44 PM, said:


Yeah. Non-MG ballistics got 3x, energy got 2x, LRMs got 0.5x, and SRMs got jack. Then again, SRMs aren't really missiles but are rather dead fire rockets.


I actually like that SRM's are straight up 270. That is the risk in using them. And why I never really had the same issues with a Splatcat (albeit they were still too good) as I do with the current meta.

I feel like A/C's going 3x their range is just freaking silly. And it creates an issue where they become very homogenized. It's why the AC/20 is so much better than the 10.

They should really revisit that.

#248 Trauglodyte

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Posted 04 March 2014 - 01:57 PM

They definitely should revisit it all. As I told my clan buddies last night, when you can hit someone with an AC2 (or a Gauss for that matter), regardless of the minute damage done, from starting point to starting point in Forest Colony, ranges are too great and maps are too small. Granted, that map is a freaking sand box. But, the point stands that I can shoot further than I can get technical data and that just isn't right.

#249 Kjudoon

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Posted 04 March 2014 - 01:58 PM

View PostNicholas Carlyle, on 04 March 2014 - 01:39 PM, said:


You needed to go further with the comparison. Don't just include SRM's and LRM's...include Lasers, PPC's and AC's which have INSANELY long range compared to LRM's.

Wouldnt it be nice to 'ballistic arc' these missiles in out to ranges of 2000m with guidance getting only one last correction in that period to simulate slower less responsive guidance and loss of thrust? Same could be said for ACs to be able to ballistic arc shots in almost like field artillery or howitzers?

Talk about a new way to play this game if that happened!

#250 Nicholas Carlyle

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Posted 04 March 2014 - 02:01 PM

View PostTrauglodyte, on 04 March 2014 - 01:57 PM, said:

They definitely should revisit it all. As I told my clan buddies last night, when you can hit someone with an AC2 (or a Gauss for that matter), regardless of the minute damage done, from starting point to starting point in Forest Colony, ranges are too great and maps are too small. Granted, that map is a freaking sand box. But, the point stands that I can shoot further than I can get technical data and that just isn't right.


Watching fight's on Alpine is just silly.

It's a bunch of people with Adv Zoom, sniping with AC's, PPC's and ER Large Lasers from 1000-1500m almost the whole match.

#251 Cimarb

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Posted 04 March 2014 - 02:16 PM

View PostKjudoon, on 04 March 2014 - 01:11 PM, said:

Such is the fact of every weapon, not just LRMs. PPCs, ACs, SRMs, Streaks.... Other than maybe... MAYBE MGs and Flamers, everything massed gets nastier to the point of OP in the right hands... or wrong hands.

MGs are actually exponentially better the more you boat. A single MG is near useless except as a noise maker, while every MG you add after that makes every one of them better - six MGs is absolutely devastating for the weight cost, even including ammo (if you can get within range).

#252 Khobai

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Posted 04 March 2014 - 02:17 PM

Quote

I actually like that SRM's are straight up 270.


Its fine if they are straight up 270. But it means they should get a MASSIVE damage boost if they dont get the same range increase as other weapons. SRMs should be doing 2.5-3 damage per missile.

#253 Charons Little Helper

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Posted 04 March 2014 - 02:22 PM

View PostKjudoon, on 04 March 2014 - 01:11 PM, said:

Such is the fact of every weapon, not just LRMs. PPCs, ACs, SRMs, Streaks.... Other than maybe... MAYBE MGs and Flamers, everything massed gets nastier to the point of OP in the right hands... or wrong hands.


I don't know about Flamers - but MGs get better when massed. It's just that they're not worth taking at all until you get 3 - and the only mech I can think of which can get more than 4 is the Jager DD - and that's not a very good build. MG are decent secondary weapons - not good primary.

#254 Nicholas Carlyle

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Posted 04 March 2014 - 02:24 PM

View PostKhobai, on 04 March 2014 - 02:17 PM, said:


Its fine if they are straight up 270. But it means they should get a MASSIVE damage boost if they dont get the same range increase as other weapons. SRMs should be doing 2.5-3 damage per missile.


Well you did just see me say they should revisit the whole range thing right?

And SRM's need to consistently deal damage first...if they can ever figure that out, then we can start balancing them.

#255 Trauglodyte

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Posted 04 March 2014 - 02:24 PM

Flamers get better at making YOU overheat the more of them you have. That counts right? :)

#256 Artgathan

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Posted 05 March 2014 - 09:29 AM

One thing that often gets left out of the LRM debate is the opportunity cost of using LRMs on the field. Essentially LRMs form you to commit to a target in a way that other weapons don't, since you need to maintain a lock. This means you can't change targets and your ability to torso twist away from the target to mitigate incoming damage is drastically reduced. This is not true of other weapons. Consider the following scenario:

You're firing LRMs at a target (Alpha) that is 500m away when suddenly another enemy (Bravo) appears 200m away, and they're gunning for you. You've already got LRMs flying towards Alpha - if you turn to engage Bravo you'll lose your lock and have wasted heat and ammo on nothing. On the other hand, if you keep your lock on Alpha you won't be able to fight Bravo (unless Bravo magically puts himself directly in between you and Alpha).

In contrast, if you'd been using an Autocannon or PPC you could engage both targets simultaneously.

One way to solve this problem is to give LRMs the "Fire and Forget" functionality that someone suggested earlier in this thread.

#257 nimdabew

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Posted 05 March 2014 - 10:54 AM

View PostCharons Little Helper, on 04 March 2014 - 02:22 PM, said:

I don't know about Flamers - but MGs get better when massed. It's just that they're not worth taking at all until you get 3 - and the only mech I can think of which can get more than 4 is the Jager DD - and that's not a very good build. MG are decent secondary weapons - not good primary.


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#258 Joseph Mallan

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Posted 05 March 2014 - 11:04 AM

View PostLyoto Machida, on 04 March 2014 - 01:18 PM, said:


I'm a bit over 37% myself on the LRM15s. I agree that people even bring them when it is so inefficient. Making them fire and forget (assuming at least one person is in radar range) would do wonders for LRM effectiveness.



I don't rely on spotters too much...unless you count the friendly brawler 100m ahead of me as a spotter. I don't count friendlies as spotters when I can directly target the enemy myself.

Direct fired LRMs beat indirectly fired LRMs most of the time...no one (with any skill) is shooting them from 900m away.

At 900M you better know what you are doing LRMs! And You sound like a PUGger with missiles. In a group you can count on longer locks with more consistency.

#259 3rdworld

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Posted 05 March 2014 - 11:56 AM

View PostTygerLily, on 04 March 2014 - 08:40 AM, said:


snip


I don't really have a great one.

What I would like to see is a mech equipped with 15 or less LRMs, to have fire and forget. Or maybe a secondary target that only requires you to be able to target them instead of having to keep crosshairs on it. The idea behind the single launch or 2 small launchers is usually as a complementary weapon. But having to hold the crosshair over the target the entire time, more or less throws that out of the window.

Boats would more or less stay the same, and this would be coupled with a slight LRM buff. I don't think they need a huge one at the moment.

But this is just me spit balling.

#260 Trauglodyte

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Posted 05 March 2014 - 12:14 PM

Fire and Forget tied to the NARC and TAG would def work. It would mean that you'd need spotters for it to work but that would be part of the balance. A boat carrying TAG would be able to get around ECM like now but wouldn't be able to fire and then meneuver away (as it should be according to lore). But, have a Light out there doing it's job and all of a sudden that boat is really nasty. It isn't quite as eloquant as what you get with PPCs and ACs but you're also not investing as much weight, crits, or heat to do the damage either.

Definitely something that could be fleshed out some more.





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