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Lrm Speed Still Slow


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#1 Zeee

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Posted 18 March 2014 - 11:11 AM

a 1999 production US military Tomahawk missile cruises at 245m/s

a 3050 Battletech MWO LRM cruises at 175 m/s (latest patch)

can someone please explain how after a thousand years have we regressed in missile technology, how??

Almost half the matches I am in, people go "Lock please!", " Hold Target!!". seriously who the heck in the right mind would stay visible / open to an enemy just so another guy can blow some LRMs with a chance that the enemy can quickly take cover the moment he sees the incoming missile warning.

LRM's need MOAR SPEED!!!!!!

just my 2c

#2 AlmightyAeng

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Posted 18 March 2014 - 11:12 AM

Because Lostech. Lol.

#3 Bhael Fire

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Posted 18 March 2014 - 11:13 AM

Because game balance.

#4 CaptainDeez

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Posted 18 March 2014 - 11:17 AM

View PostZeee, on 18 March 2014 - 11:11 AM, said:

a 1999 production US military Tomahawk missile cruises at 245m/s

a 3050 Battletech MWO LRM cruises at 175 m/s (latest patch)

can someone please explain how after a thousand years have we regressed in missile technology, how??

Almost half the matches I am in, people go "Lock please!", " Hold Target!!". seriously who the heck in the right mind would stay visible / open to an enemy just so another guy can blow some LRMs with a chance that the enemy can quickly take cover the moment he sees the incoming missile warning.

LRM's need MOAR SPEED!!!!!!

just my 2c


Cruise missiles are faster because they are bigger and we designed them to be OP 'I win' buttons. ;)

#5 General Taskeen

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Posted 18 March 2014 - 11:18 AM

They have a test server... which they should use for game balance to engage the community before official changes.

A pretty novel idea.


Also missiles look aesthetically more awesome/realistic in MW2 (they are super fast and ripple fire). MWO uses the slow blob missiles from MW3, one of the very small things I don't like in that game.


Edited by General Taskeen, 18 March 2014 - 11:28 AM.


#6 Trauglodyte

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Posted 18 March 2014 - 11:18 AM

View PostZeee, on 18 March 2014 - 11:11 AM, said:

a 1999 production US military Tomahawk missile cruises at 245m/s

a 3050 Battletech MWO LRM cruises at 175 m/s (latest patch)

can someone please explain how after a thousand years have we regressed in missile technology, how??

Almost half the matches I am in, people go "Lock please!", " Hold Target!!". seriously who the heck in the right mind would stay visible / open to an enemy just so another guy can blow some LRMs with a chance that the enemy can quickly take cover the moment he sees the incoming missile warning.

LRM's need MOAR SPEED!!!!!!

just my 2c


Well, why is it that the 155mm smooth bore used on the M1 is considered a Light Canon in TT and, therefore, does 0 damage to current age mechs? Probably because it is pre-2k millenium technology that means nothing 1000+ years in the future. Maybe read up on the game lore and realize that the armor that COULD be damaged by the Tomahawk is considered "primitive". Extrapolating that and using hand wavium magic, in-game LRMs mount much more potent warheads whose yields are designed to crack hardened armor and, because of that, carry less fleet of flight propulsion.

But yes, this definitely needed a post.

Edited by Trauglodyte, 18 March 2014 - 11:19 AM.


#7 Rokuzachi

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Posted 18 March 2014 - 11:57 AM

View PostGeneral Taskeen, on 18 March 2014 - 11:18 AM, said:

They have a test server... which they should use for game balance to engage the community before official changes.

A pretty novel idea.


Also missiles look aesthetically more awesome/realistic in MW2 (they are super fast and ripple fire). MWO uses the slow blob missiles from MW3, one of the very small things I don't like in that game.




Ah, I miss that so much. I wish our LRMs did it.

Maybe some more dynamic flight pathing too for a neat Itano circus effect lol

#8 Xeno Phalcon

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Posted 18 March 2014 - 12:00 PM

View PostGeneral Taskeen, on 18 March 2014 - 11:18 AM, said:

They have a test server... which they should use for game balance to engage the community before official changes.

A pretty novel idea.


Also missiles look aesthetically more awesome/realistic in MW2 (they are super fast and ripple fire). MWO uses the slow blob missiles from MW3, one of the very small things I don't like in that game.



You can almost get that effect now, go take one of those NARCtube launcher mechs shove a LRM20 in there and let the lawls begin, the new speed should make those hilarious hmm wonder if I have narc tubes laying around.

EDIT: I dont, sandpanda.

Edited by Xeno Phalcon, 18 March 2014 - 12:02 PM.


#9 Khobai

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Posted 18 March 2014 - 12:10 PM

LRMs are still a terrible weight investment.

PPCs go 1500m/s. Can snapfire, dont need to hold locks, and dont use ammo. Has an effective range of about 700-800m.

LRMs only go 175m/s. Cant snapfire. Get countered by ECM/AMS. Need to hold locks. Uses ammo. Effective range is about 600-700m after speed increase. Takes up way more weight/crits than a PPC on average.

Worse yet is artemis/tag/narc all take up additional tonnage and still dont make LRMs any better than PPCs.

1) LRMs should not be countered by ECM. This is still the #1 problem with the weapon system. ECM should no longer give bubble stealth, and should only stealth the mech its equipped on (which is still VERY good but no longer overpowered).

2) LRMs should outrange PPCs so LRMs counter PPC snipers, making this the #2 problem. LRM max range should be 1200m and LRM speed should be ~220m/s - however LRMs should accelerate upto their max speed gradually rather than all at once, so LRMs arnt impossible to dodge at short to medium ranges.

3) Artemis/TAG/NARC need to buff LRMs a lot more to be worth their tonnage/crits. TAG and NARC should not use up weapon hardpoints either.

Edited by Khobai, 18 March 2014 - 12:19 PM.


#10 Jody Von Jedi

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Posted 18 March 2014 - 12:14 PM

View PostKhobai, on 18 March 2014 - 12:10 PM, said:

LRMs are still a terrible weight investment.

PPCs go 1500m/s. Can snapfire, dont need to hold locks, and dont use ammo. Has an effective range of about 700-800m.

LRMs only go 175m/s. Cant snapfire. Get countered by ECM/AMS. Need to hold locks. Uses ammo. Effective range is about 600-700m after speed increase. Takes up way more weight/crits than a PPC on average.

Worse yet is artemis/tag/narc all take up additional tonnage and still dont make LRMs any better than PPCs.

1) LRMs should not be countered by ECM. This is still the #1 problem with the weapon system.
2) LRMs should outrange PPCs so LRMs counter PPC snipers, but dont, making this the #2 problem.
3) Artemis/TAG/NARC need to buff LRMs a lot more to be worth their tonnage/crits.


Yeah, but you still have to aim PPCs. LRMs are easier to lock than a PPC is to aim. Especially at range.

Jody

#11 Khobai

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Posted 18 March 2014 - 12:24 PM

Quote

Yeah, but you still have to aim PPCs. LRMs are easier to lock than a PPC is to aim. Especially at range.


Yeah but aiming a PPC isnt difficult. You see PPCs way more than LRMs for a reason... because the skillcap difference between PPCs and LRMs isnt equal to the power difference. PPCs are slightly harder to use but drastically better. LRMs are slightly easier to use but drastically worse.

#12 Skull Leader2

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Posted 18 March 2014 - 12:56 PM

I call BS. It is way easier to avoid a PPC. LRMS go over and around building and mountains and all it takes is someone on your team to have them locked in. PPC is still line of sight only, slow and doesn't slow you down. Getting hit with an LRM 20 makes it almost impossible to move and figure out where you are going. And regarding original poster, LRM speed makes a way over used weapon even worse. Not enough maps have decent cover and allow for real fighting not with people carrying and firing hundreds LRMs. AMS is still not a sufficient counter.

#13 Nuclear Weapon

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Posted 18 March 2014 - 12:56 PM

Buff PPC's and Gauss projectile's speed as well !!


Buff time :(

#14 Mcgral18

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Posted 18 March 2014 - 01:43 PM

View PostNuclear Weapon, on 18 March 2014 - 12:56 PM, said:

Buff PPC's and Gauss projectile's speed as well !!


Buff time :(


Remember, they listened to those who wanted to nerf machine guns....

Now think about what's going to happen with LRMs?

That's right, we can't have anything nice.

#15 wintersborn

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Posted 18 March 2014 - 02:21 PM

They gave LRMs a 45% speed increase and AMS a 34% range increase if my math's is correct.

Lets see, how many missiles can 2 AMS shoot down from 120m away and that's if only one is in the now larger anti LRM AMS bubble.

Basically peanuts to LRMs and huge buff to twin AMS lances.

Edited by wintersborn, 18 March 2014 - 02:23 PM.


#16 Rokuzachi

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Posted 18 March 2014 - 02:47 PM

You know, even the background art for the MWO page depicts staggered missile firing from two different mechs... I wonder what happened :(

#17 Shermburger

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Posted 18 March 2014 - 02:50 PM

Battletech weapons technology has always been laughable. American Civil War era earth effectively outguns battlemechs.

#18 Deathlike

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Posted 18 March 2014 - 02:53 PM

If LRMs are "slow", then you need help.

Welcome to Lurmaggeddon 2014.

#19 DarkMetalBlade

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Posted 18 March 2014 - 03:08 PM

View PostDeathlike, on 18 March 2014 - 02:53 PM, said:

If LRMs are "slow", then you need help.

Welcome to Lurmaggeddon 2014.


I couldn't have said it better myself.

The LRMs don't need to be any faster than it is. In fact, I feel that they need to be a tad bit slower, have more heat, & slower rate of fire.

Anyone who thinks that the LRMs are still slow in this patch must be smoking something...

#20 Livewyr

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Posted 18 March 2014 - 05:07 PM

Still downloading the patch, but a speed buff was needed, although I don't know if it needed 55m/s buff..

People crying LRMageddon need to give it a week before spouting off: Everyone needs to test them, so of course they're going to be used heavily after the patch.





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