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Lrms Should Not Be Balanced Around Max Speed Masc


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#1 ManDaisy

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Posted 18 March 2014 - 10:57 PM

I think the current idea of trying to make LRMS able to hit light mechs with MASC increased speed (175 kph) is a foolish idea.

For one it assumes masc will stay always on

This assume masc will have very little penalty (PLEASE NO MASC SHOULD BE CRIPPLING)

Light mechs should honeslty be able to outrun missile with a short burst of MASC induced speed up with the risk of leg damage.

A light that cannot out run a fight completely loses its prupose of a light mech.

Slower mechs have NO chance of escape or retreat to cover due to decreased flight time.

Edited by ManDaisy, 18 March 2014 - 10:58 PM.


#2 Kaeb Odellas

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Posted 18 March 2014 - 11:05 PM

View PostManDaisy, on 18 March 2014 - 10:57 PM, said:

I think the current idea of trying to make LRMS able to hit light mechs with MASC increased speed (175 kph) is a foolish idea.

For one it assumes masc will stay always on

This assume masc will have very little penalty (PLEASE NO MASC SHOULD BE CRIPPLING)

Light mechs should honeslty be able to outrun missile with a short burst of MASC induced speed up with the risk of leg damage.

A light that cannot out run a fight completely loses its prupose of a light mech.

Slower mechs have NO chance of escape or retreat to cover due to decreased flight time.


Lights can run out of a fight just fine. The only thing that's changed is that they need a little more situational awareness and can no longer troll lrm boats by running around in the open and making them waste missiles.

Lights can't just straight up dodge any of other weapons. Why should LRMs be the exception?

#3 Liam Avery

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Posted 18 March 2014 - 11:09 PM

View PostLiam Avery, on 18 March 2014 - 08:49 PM, said:

So, I've been talking with some of my fellow Rangers about the missile increase. We've all came to the conclusion that the speed increase is fine... but... you cannot have something fast hitting like this packing this much damage per missile. If the damage was tweaked at least 10% or 20% to compensate for the speed of which the missiles are traveling, then I (and the ones I've talked too) personally feel that it would balance out the LRMS.

Because right now the way I see it is this - LRMs are vulcan mini-guns...



I said this in the other thread about LRM's so I'll post it here that way it's on the first page and not buried... I think this would be a viable solution for LRM's in their current speed tweak state.

#4 Ironwithin

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Posted 19 March 2014 - 12:33 AM

Projectile speeds in MWO are measured in m/s (meters per second) not k/h (kilometers per hour).
This means before the last patch LRMs did 432kph, now they have a speed of 630kph.

Lights never ever were able to outrun LRMs, they could "outrun" the course corrections the LRMs did so the missiles would hit the ground behind the 'mech or just barely touch the rear/leg armor.

The great speed of lights give you the opportunity to find cover quickly, that may have become a little harder now because of the reduced reaction time. On the other hand, if you are dumb enough to run around in the open with barely any armor you deserve to be shredded.

Edited by Ironwithin, 19 March 2014 - 12:34 AM.






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