Jump to content

Paul's Trouble With Lrms


383 replies to this topic

#381 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 07 March 2014 - 06:09 AM

View PostFut, on 06 March 2014 - 10:09 AM, said:


I think you're getting stuck on the word "Balance". You're really missing the point of the the variables for LRM.

Trying to think of a way to word things in a way that you may comprehend.

- ECM and AMS should un-balance LRMs for the worse. That is the whole point of those 2 pieces of equipment.

Actually...no.
ECM is supposed to counter the high-tech gear that makes LRM's better. It is not supposed to affect basic LRM's at all.

Quote

- TAG/ARTEMIS/NARC should un-blanace LRMs for the better. That is the whole point of those 3 pieces of equipment.
- LRMs with no other variables should be fairly comparable to their direct fire counter-parts (LRM5 and ML, LRM10 and AC10..etc).

Yet they are nowhere near close.

Quote

- LRMs are in a fairly decent place at the moment.

Opinion. My opinion is LRM's are in a decent place...if you're firing at new/very bad players.

Quote

Some minor tweaking, like the speed increase, will put them in an even better place, considering that Uber-AMS and Chaff are on their way.

Just the fact that PGI are even considering adding more anti-LRM gear is a joke....but a sad joke.

Quote

Hope that helps.


#382 Bobzilla

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,003 posts
  • LocationEarth

Posted 07 March 2014 - 10:29 AM

If the only reason LRMs aren't given a speed increase is because of AMS, wouldn't increasing the distance AMS detects pretty much work out the same, one extra shot due to detection distance, but one less shot due to missle speed?
What ever that works out to.

#383 Charons Little Helper

    Member

  • PipPipPipPipPipPipPip
  • 824 posts
  • LocationRight behind you!

Posted 07 March 2014 - 10:39 AM

View PostBobzilla, on 07 March 2014 - 10:29 AM, said:

If the only reason LRMs aren't given a speed increase is because of AMS, wouldn't increasing the distance AMS detects pretty much work out the same, one extra shot due to detection distance, but one less shot due to missle speed?
What ever that works out to.


That would work for the target of the missiles - but it would make AMS assists even more effective as they could help when even furthur out of position.

#384 Willard Phule

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,920 posts
  • LocationThe Omega Company compound on Outreach

Posted 08 March 2014 - 04:29 AM

One thing you've GOT to keep in mind with regard to AMS is the fact that ALL AMS WITHIN RANGE ARE SHOOTING AT THE LRMS...not just your own.

Ever seen that "wall of AMS" happen? When a team actually sticks together and moves as a unit, you've got 12...TWELVE...AMS going at the same time. Let's do a little math...and we'll assume that none of those people have the new "advanced AMS Range" modules.

Each AMS does 3.5 damage per second. There are 12 AMS firing. (3.5 X 12 = 42) That's a total of 42 points of damage per second.

On average, your AMS shoots at a large cloud for 1.5 seconds (42 X 1.5 = 63). So, if a team sticks together and all of them have AMS, you can do 63 points of damage in a 1.5 second time frame to a large cloud of LRMs.

But....they don't always come in a large crowd....look at the Trial Stalker! Exactly. When 60 LRMS come in all strung out like that, they don't have enough substance to overwhelm that many AMS's.

This is supposed to be a Team-Based game, but everyone is complaining that their own personal defense systems aren't enough to deal with the threat coming from an entire team. It's Team vs Team. If you don't want to stick with your team and add your defensive/offensive abilities to them and just want to go it alone, then that's it. You're alone.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users