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Dear Pgi. Thanks. That Is All.


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#221 stjobe

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Posted 20 March 2014 - 04:11 PM

View Post1453 R, on 20 March 2014 - 04:01 PM, said:

the lumbering abortion that is the STK-3F©.

It comes stock with 10 rear armour. 30 across all rear torsos. When I think about that as a Light pilot, I grin a most wicked grin - especially knowing that most experienced MechWarriors seem to think the 'mech itself is pants, and it's time to start cutting out a new Stalker-shaped kill stencil.

Funny thing is, I don't think I've actually ever seen one in-game. Perhaps my Elo is improving after all :lol:

#222 Varent

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Posted 20 March 2014 - 04:12 PM

View PostNightcrept, on 20 March 2014 - 04:10 PM, said:


Once upon a time eveyone did take ams. If you didn't then you did so to get either extra speed, ammo or firepower. But if you didn't take ams you also knew you where at the mercy of lrms.

Then lrms got thrown into the garbage heap until they could be fixed. So what most players have gotten used to is a purposely broken weapon system. That caused the game meta to go all weird with mindless brawling and poptarts and pgi trying to balance against the broken system. (Which i predicated when pgi nerfed splash damage and got heckled for by the trolls.).

I also predicated that new players and some old players would get used to the broken mechanic and scream bloody murder when pgi attempted to correct the balance.

lol....so pgi I would like my cookie now.


This.

View Poststjobe, on 20 March 2014 - 04:11 PM, said:

It comes stock with 10 rear armour. 30 across all rear torsos. When I think about that as a Light pilot, I grin a most wicked grin - especially knowing that most experienced MechWarriors seem to think the 'mech itself is pants, and it's time to start cutting out a new Stalker-shaped kill stencil.

Funny thing is, I don't think I've actually ever seen one in-game. Perhaps my Elo is improving after all :lol:


I was running them last night with friends for the lols. Also trying to get the unlock.

#223 101011

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Posted 20 March 2014 - 04:18 PM

Look, PGI gets a lot of hate, and I just want to point out to everyone heaping it on: PGI made this game. Now, if you'd rather they just never even touched the IP and left you hanging with a decade old game, then that's your problem, but I for one am glad that they took the risk to pick up this amazing franchise and apply their vision to it, even if it doesn't fully match my own. Whine all you want, but just remember who gave you the ability to whine in the first place (hint: it's at the bottom of the screen).

#224 1453 R

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Posted 20 March 2014 - 04:19 PM

View Poststjobe, on 20 March 2014 - 04:11 PM, said:

It comes stock with 10 rear armour. 30 across all rear torsos. When I think about that as a Light pilot, I grin a most wicked grin - especially knowing that most experienced MechWarriors seem to think the 'mech itself is pants, and it's time to start cutting out a new Stalker-shaped kill stencil.

Funny thing is, I don't think I've actually ever seen one in-game. Perhaps my Elo is improving after all :lol:


Realistically? The 3F© is far and away the worst Champion ‘Mech released, and I’m actually one of those who likes the notion of Champs. It makes very literally every mistake an LRM player could make short of not taking their crucial support equipment. The thing bakes itself with every salvo it fires because Ghost Heat, it’s horrifyingly slow, that rear armor thing you mentioned, AND IT’S AN XL STALKER FOR MORGAN’S SAKE. How the hell is this travesty a ‘community favorite’?

#225 Profiteer

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Posted 20 March 2014 - 04:21 PM

View PostTetra One, on 19 March 2014 - 02:20 PM, said:

hehe so we got the same 5 guys in every topic sayin that its done great and another gazilion raging....surely good balance



Those same '5 guys' spam almost every topic on those forum and drown out everyone else's point of view.

That's why I don't post much anymore.

#226 Nightcrept

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Posted 20 March 2014 - 04:24 PM

View PostProfiteer, on 20 March 2014 - 04:21 PM, said:



Those same '5 guys' spam almost every topic on those forum and drown out everyone else's point of view.

That's why I don't post much anymore.


Actually, from the 70+ likes I would say it's more then just 5 guys.

#227 DivineEvil

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Posted 20 March 2014 - 04:25 PM

View Post1453 R, on 20 March 2014 - 04:19 PM, said:

Realistically? The 3F© is far and away the worst Champion ‘Mech released, and I’m actually one of those who likes the notion of Champs. It makes very literally every mistake an LRM player could make short of not taking their crucial support equipment. The thing bakes itself with every salvo it fires because Ghost Heat, it’s horrifyingly slow, that rear armor thing you mentioned, AND IT’S AN XL STALKER FOR MORGAN’S SAKE. How the hell is this travesty a ‘community favorite’?

Because it's an assult mech, which you don't need to buy. Also, it has weapons which now somehow work. At least that thing in the middle, that reselmbles a cross, glows red now and then. That's f***ng why.

#228 stjobe

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Posted 20 March 2014 - 04:27 PM

View PostMaster Maniac, on 20 March 2014 - 04:09 PM, said:

I am complaining about the weapon itself as being broken, bad, and ill thought out.

Well, doesn't that sum up MWO as a whole rather nicely? "Broken, bad, and ill thought out". It still entertains on the strength of its core game mechanics (it's just fun to stomp around in a big metal robot and blast other robots, and that core experience they made well before closed beta is top notch) - too bad the rest of the game isn't keeping up with that.

As for LRMs being especially broken, well... You'd have to explain how they are more broken than e.g. the front-loaded damage of the ACs and PPCs which have been dominating the game since forever just on the basis of how they deal their damage. Or how they're more broken than fire-and-forget SSRMs doing more damage than manually aimed SRMs, or how they're more broken than the Flamer. Or how they're more broken than ECM (which funnily enough was introduced to counter just LRMs).

And I don't buy that LRMs are "skill-less"; in my book it doesn't take much more skill to point at someone and click the mouse than it does to point at someone, wait a while and then click the mouse; MWO isn't a high-skill game either way you look at it.

Of course, that's just to use the weapons; to use them well takes skill for all types of weapons. Different skills, to be sure, but skill nonetheless.

So really, what's so especially wrong with LRMs?

#229 Ustarish

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Posted 20 March 2014 - 04:30 PM

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- Whenever you're find yourself dying from LRM focus, look upon what caused you to be in a position for that to happen.


spotter decided that i pose a biggest threat from targets available for him to mark and so he did.
thats why i got focused.

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- Whenever you're spectating someone suffering the same demise, track the same judgement upon his actions.


same as before.

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- Whenever you're obviously against LRM team, spend some time memorizing available cover. Anything slightly higher than your mech will work.


sure it will. i will be forced to stay in cover until enemies will flank me. then i will be focused by lrms because i will have to move out from it to not be flanked.

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- Whenever you see your team stuck under pressure of possible LRM pain, take the command on youself and try to lead them, instead of going in the open solo and watching them doing the same. Otherwise, don't complain.


yeah. be a scape goat. because half of your team will follow you and you will die because only half of them will follow you.
other half will get obliterated 2 minutes later.
#pugslyfe

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- Ballistics and Energy weapons hits long before locks for LRMs are acquired. Use this for your advantage.


they also require LoS. lrms dont.

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- Change positions often. Works against everything.
- See the meta? Fight the meta. Following meta makes it stronger.
- Use LRMs when you want to, not "because you have to".


ok. lrm's vs no lrms? its like team with ecm vs team without one.
its never a fair fight.

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- When LRM boats focus you down, imagine them replaced with Ballistic boats or Energy boats of the same weight. Would it be that different really?


yes. because they require LoS. so i could shoot them back or hide.

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- Then think for a minute, is missile speed really what caused this?


no. it just made it easier.

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- Remember that LRM abuse will end, then 3/3/3/3 is implemented, indiferently.


light - scout spotter.
medium - streak boat.
heavy - cat on lurms.
assault - brawler heavy hitter.

as you can see there is [and always was] a place for lrm's in my dream lance.

#230 Master Maniac

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Posted 20 March 2014 - 04:39 PM

View Post1453 R, on 20 March 2014 - 04:01 PM, said:

Maniac, please pause for a moment.

Stop.

Breathe.

Now. Think for a moment about what you’re doing. It is, in fact, the same as what you accused me of doing – using the lowest class of players as an example of how the weapon is “supposed” to function, and then denigrating that.

Certainly, skillful play is more than possible with direct-fire weapons. If it was not this game would be in a sorry state indeed, and in fact I respect the skill and acumen of truly fantastic direct-fire shots quite a bit. The point I was trying to raise is that you seem to equate the ignoramuses standing around in STK-3F©s vomiting missiles at every red box they say as both “DA NORM”, as well as “DA HEIGHT OF LRM TAKTIX”.

This is a gross overexaggeration and a critical misrepresentation and you know it as well as I do.

You paint all LRM play with the brush of the assault-weight ‘Make It Rain’ idiots who manage to completely waste half their massive overabundance of ammunition per match and score well only against other ignoramuses who can’t deal with LRM fire to save their lives. Allow me to tell you my own RoE for LRM machines:

-Engagements against anything I can’t see with my own two eyes are harassment fire only – indirect fire is always assumed to be largely a waste of ammunition and only good for keeping someone’s head down or scoring assists at absolute best.

-Engagements beyond roughly seven hundred meters’ range are generally a waste of ammunition, even with the missile velocity increases. If they’re out of range of your TAG, they’re out of your effective range and should be engaged only if you don’t have any better options.

-LRM launchers are restricted solely to BattleMechs of mine that can break eighty klicks or up. Anything slower is deemed too slow to properly reposition around the fight for optimal firing angles. Being honest, ninety-plus is preferred, but eighty-plus has proven itself workable in my Thunderbolt.

-Salvos much over thirty missiles are generally wastes of time. If you’re cramming sixty tubes of LRM launcher into your ‘Mech, you’re sacrificing too much other necessary equipment and ammunition. Beagle probes, TAG, and Artemis are all pretty much required equipment, and getting all of that, plus ammunition, plus the LRM launchers themselves, into a ‘Mech capable of breaking 80+ klicks forces certain restraints in both one’s choice of base chassis to build on, as well as how much weight of fire one can reasonably make use of. There are a few outlier exceptions – the BLR-1S with 2xALRM-15 and 2xALRM-5, hoofing it around on a 385XL or higher engine, can qualify as ‘close enough’ in some fights but doesn’t really feel any more powerful/useful to me than my lighter machines.

Some of us out here prize mobility, accuracy, and the decisive advantages those traits bring over the lumbering abortion that is the STK-3F©. Trebuchets or Shadow Hawks are the LRM machines you should respect, not Stalkers. I enjoy the unique feel of LRM combat, and I also enjoy the challenge of trying to do well with a machine that cannot directly control where its fire lands, and which also attracts enemy attention the way a bottle of suntan oil next to a beautiful woman on the beach attracts creepers. If you don’t particularly care for the style, that’s your choice and you’re welcome to it, but please don’t relegate all of us to the same bucket as the 3F© maroons, nor dismiss us with stuff like “LRMs should be a Support weapon ONLY and have no business being an actual threat to one’s enemies a primary armament.”

After all, if that’s what you want LRM launchers to be, then let’s talk about cutting the weight of all current LRM launcher systems in half and doubling their ammo per ton, at the obvious expense of warhead damage. See, that way we actually have the weight we need to bring direct-fire armaments alongside LRM systems and not be wasting our time on both sides. Odds of that happening, however? Well, I’ll let you do the math on that one.

Again, not attacking anyone here. Merely trying to point out that some folks enjoy bringing the same level of thought and effort to their LRM machines as others do to direct-fire ‘Mechs. Assuming that all of us Lurmishers out there are just as braindead as the 3F© players is rather deeply offensive, mang. I hate that ‘Mechstrosity with a blazing passion and wish heartily that PGI had never inflicted it on the world.


I don't advocate that LRMs should be a support weapon only. That would be no fun at all to play. I'm only taking that description from previous Mechwarrior titles. MW4 in particular claims that LRMs are for "softening up a target before they close." Of course, that is not how they tend to play in practice, but that is the description.

Useless, impotent weapons suck, and no one in their right mind would wish to use them for anything other than a quick laugh. LRMs, therefore, should not be useless nor should they be impotent. I merely wish them to require more engagement than they do now. And before you ask, yes, I mastered the Trebuchet. Used LRMs. I hated the point and hold gameplay and haven't been back since. So I do speak with some limited personal experience.

I would not imply that using LRMs automatically makes you a bad player. I merely state that the weapon could do with some fresh, more dynamic mechanics. They do enable and in most cases promote mindless spam. You might play smart and stay mobile, but I would bet dollars to pesos that such a style represents maybe 10% of LRM use. No exaggeration.

I appreciate your post and definitely respect not only your opinion, but also the manner in which you presented it. My problem isn't with those who use LRMs, especially not those who have enough skill to succeed without relying on spam tactics. This, however, might not have been so well-indicated following my immediate and strong frustration with the pedantic insult-flinging my opinion was immediately met with. The real problem lies in a weapon that facilitates brainless spamming. A lot of players might not take advantage of this, but a lot more still do, and the answer was most certainly not to make said weapon *more* effective at spamming.

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As for LRMs being especially broken, well... You'd have to explain how they are more broken than e.g. the front-loaded damage of the ACs and PPCs which have been dominating the game since forever just on the basis of how they deal their damage. Or how they're more broken than fire-and-forget SSRMs doing more damage than manually aimed SRMs, or how they're more broken than the Flamer. Or how they're more broken than ECM (which funnily enough was introduced to counter just LRMs).


"Front loaded damage" requires aim, risk, and skill, and can be countered by an equal or greater application of those three elements. LRMs require a second or two to acquire someone else's lock.

Look, this repetition is sickening. There is nothing broken about a weapon that takes skill, patience, and tactics to use - not to mention a significant sacrifice of tonnage which could be otherwise allocated to increased speed, armor, or backup weapons. They are already balanced. This is not, and should not, be a strictly numbers-based game.

I should not have to endlessly repeat my position, not when every single word is frozen for all to review a couple pages back. I already *explained* in depth what I feel is wrong with LRMs. I already explained in depth why I feel that twitch weapons are extremely demanding, difficult to use, and grounded in player skill.

I shouldn't need to explain once more why I feel that it is silly to feature a weapon that so effortlessly spams constant, endless damage potential from a position of complete safety. I have already endorsed someone else's excellent idea for improving the weapon. It's easily readable and is clearly and concisely explained. I have already covered the big elements that firmly show that direct fire weapons aren't "win buttons" as so many idiots claim, in that they require a steady hand, the ability to center the sights, lead a target, compensate for weapon convergence, and place shots with the accuracy needed to bring down a heavily armored, moving, and constantly threatening target by repeatedly striking weakened sections of armor.

Edited by Master Maniac, 20 March 2014 - 04:52 PM.


#231 Varent

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Posted 20 March 2014 - 04:44 PM

View PostNightcrept, on 20 March 2014 - 04:24 PM, said:


Actually, from the 70+ likes I would say it's more then just 5 guys.


I actually was counting the forums posters earlier in the day on a couple of the forum threads. There is ALOT more that are positive about the changes. By at least 2-3 to 1. And thats even with alot of the strange new accounts coming out of the woodwork.

#232 stjobe

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Posted 20 March 2014 - 04:47 PM

Just to throw some fuel on the fire before I retire to bed (alarm goes off in five hours... woe is me :)):

Someone correct me if I'm misremembering, but apart from a further splash damage radius reduction and this latest (xml-file) change, the actual missile code itself hasn't been touched since they discovered they couldn't remove splash damage without LRMs all homing in on CT (so they had to keep a nominal 1cm splash in to stop that from happening)?

Almost a year back, right?

Edit: radius, not damage. I really DO need to go to bed...

Edited by stjobe, 20 March 2014 - 04:50 PM.


#233 DivineEvil

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Posted 20 March 2014 - 04:52 PM

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spotter decided that i pose a biggest threat from targets available for him to mark and so he did.
thats why i got focused.
Seems fair to me. Besides, if you are in cover at the moment, LRMs wont hit you whether there is a spotter or not.

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sure it will. i will be forced to stay in cover until enemies will flank me. then i will be focused by lrms because i will have to move out from it to not be flanked.
You are not forced. You have chose to stay in it. Giving up an initiative is an automatic loss. Telling as a member of a competetive MWO unit.

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yeah. be a scape goat. because half of your team will follow you and you will die because only half of them will follow you.
other half will get obliterated 2 minutes later.

Like you ever tried. You haven't.

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they also require LoS. lrms dont.

They do. It's just not necessary that it's your own line of sight. When you're peeking out and shooting, it work the same way against anyone. Only that LRMs are not as good for return fire as other weapons.

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ok. lrm's vs no lrms? its like team with ecm vs team without one.
its never a fair fight.
ECM mechs always painting a target on themselves when carrying it. It's fair. If you don't know how to counter, it's just that. Doesn't means it's unbeatable. Proven in recent 12v12 games.

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yes. because they require LoS. so i could shoot them back or hide.

Having LRMs doesn't give you a magic vision just as much as encountering a spotter doesnt makes all cover to suddenly disappear.

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light - scout spotter.medium - streak boat.
heavy - cat on lurms.
assault - brawler heavy hitter.
as you can see there is [and always was] a place for lrm's in my dream lance.

How is that remotely close to a LRM abuse?

Edited by DivineEvil, 20 March 2014 - 04:59 PM.


#234 H Seldon

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Posted 20 March 2014 - 04:58 PM

I must be playing a different game. I haven't yet died to LRM fire. I've taken damage from them, it's usually spread all over the mech. I'm still dying to the pinpoint AC5/PPC combo. On my highlander I'm carrying 1 to 2 ALRM10s with an AC10 (or LB10-X) and 3 med lasers or 2 large lasers. I use the LRMs to make people run. My accuracy is only 40% but my accuracy with all my other weapons is 80+%. There is skill involved in using them, not so much the sort of point and click, but knowing when to use them. Are there high points in the way, are they a fast mover, what is the range. If you have multiple targets, you can't switch until the missiles hit the original target.

So far, my matches have been a lot more fun. They are lasting longer and so far I haven't seen a stomp, worse case is a 12-6 match. People seem to be using more strategy with movement and position.

And really, wasn't the AC5/PPC meta getting really boring? Now we have two meta's with something in between.

Had to edit, had my first stomp since the patch, 3-12. The winning team had very few LRMs, had 9 assault mechs (3 DDC), a 3L, cent and jager. Team I was on had 6 assault (no DDC), had more LRMs and no ECM. But LRMs are ruining the game because they require no skill.

Edited by H Seldon, 20 March 2014 - 05:26 PM.


#235 N0MAD

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Posted 20 March 2014 - 04:58 PM

Relax guys the LRMs will be renerfed as soon as in game money can buy Chaff.
As far as good light pilots go, there isnt any, bad networking, bad hit boxes, bad hit detection, excessive speed lag are the skills of a light pilot.

#236 Daekar

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Posted 20 March 2014 - 05:02 PM

View PostMaster Maniac, on 20 March 2014 - 04:39 PM, said:

A few very good paragraphs


Well... you can't ask for nicer than that.

So, what about the proposed fire-and-forget plus spread-tightening-reticle-hold model would prevent Tue spamming problem that seems to be the primary issue you have with the current implementation? I'm trying to see it, but I'm having trouble with equating no lock holding requirements with less spam. Doesn't that have the potential to exacerbate the spam problem? Tell me what you envision...

#237 1453 R

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Posted 20 March 2014 - 05:08 PM

Maniac:

You know what I would honestly like, insofar as LRMs go?

I want LRMs to be effective in counts smaller than thirty. TableTop is littered with ‘Mechs that carry a one-off LRM launcher as a compliment to their regular armament, but the mechanics of MWO make that a terrible idea. AMS is far too powerful, and far too prevalent, to bother with penny-packet LRM launchers.

While I can see the point you’re making in that you want LRMs to require more focus and investment from their pilots, to me that would honestly defeat some of the purpose. Indirect fire is a method teams* can use to try and break hard camps, and frankly there do need to be some options in the game for folks with bad trigger fingers to still contribute. I see it as similar to the Smart Pistol in recently-released Titanfall – an excellent option for newer folks to get in and still contribute to their team’s victory without being awesome shots, and also a way for veteran players to do some unconventional things. You don’t see many Smart Pistols in Titanfall because it loses most of the time to direct-fire weapons – same as LRMs, all other things being equal – but that doesn’t mean you can’t make it work if you sit down, evaluate what the weapon is good at and bad at, and design your game to cater to its strengths.

Nevertheless…I would love to see measures taken to reduce the effectiveness of LRM boating, which is the real issue. Most of these problems will vanish into the wind the instant that horrific Stalker stops being a trial ‘Mech, but even when that happens, I’d honestly like to see LRM salvos over a certain count start spreading out more than smaller salvoes do. Ghost Heat is a miserable mechanic that makes no real sense…but it does make sense that the targeting interlinks a ‘Mech uses for its semi-guided fire would start to strain and not perform as effectively when overloaded. Fire ten missiles in a flight? The missiles track well and cluster tightly, dealing a nice little concentrated punch. Fire sixty missiles in a salvo? The missiles respond sluggishly to the target’s movements and tend to scatter, hitting the ground as much as the ‘Mech and peppering it all over rather than punching it in a specific location, and aren’t really any much more effective than firing thirty or so missiles would have been.

This system could also let Piranha scale AMS back a bit, lighten the load so smaller-count LRM tubes could be viable again, and thus also give (S)SRMs some breathing room. If a pilot wants their AMS systems to chew up missiles at an extended range, they can use the module and sacrifice something else for it. Whatever they do, though, there needs to be some justification for the existence of smaller LRM launchers. I’d love to run mixed-armament machines other than my Thunder Hammer, but the way LRMs, AMS, and ECM all currently work, I can’t do that and really justify it. And that sucks.

#238 MischiefSC

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Posted 20 March 2014 - 05:18 PM

Direct fire meta still works exactly the same. It is every bit as effective. You just need to care about AMS and you can't just ignore missiles anymore. They're viable. That's a challenge for some people as the need to mount AMS, the fact that a light with TAG and NARC can be absolutely deadly, that being very, very slow means you have to be very, very careful.... it's a lot to adapt to. Especially for people used to playing with just twitch skills.

I like the tactical element it adds. It also puts LRMs back on the table, even if you don't boat. Must like lasers or ACs they do damage, just at long range, but accurately. You don't need to boat 60 to be effective, they're fast enough now you can pop a shot off and do some harm. Pinpoint is better but for those mechs with a lot of missile hardpoints they're a huge improvement. I've gotten enough matches in my D-DC brawler to get a solid feel for what impact it's got and I'm very happy. I've also played the crap out of my LRMboat Highlander 733 so I'm comfortable with LRMs. Now I'm going to dust my Battlemaster LRM-brawler off. Short range, decent energy loadout. I'll probably do something similar with one of my Griffins. It's a new style of play and dear god did we need it - something to offset the AC meta.

I'm all for it. Now all we need is a useful pulse laser balance so all the laser boat mechs out there are useful again and we'll have something like a balanced game. That and freaking SRMs, but I realize that we may never see working SRMs so.... well, take what you can get I guess.

#239 Eglar

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Posted 20 March 2014 - 05:19 PM

I like the lurm changes, they make LRMs at least somewhat viable and give the game a more Battletech Feeling with all sorts of weapons flying around. If you are caught in the open by 3 missile-boats and get focus-fired, you die but that applies to any 3 [insert build here] focus-firing at you.

In my opinion they are far from competetive because they are really map/positioning dependent. for instance River City, Crimson Straight and HPG Manifold are horrible LRM maps while Alpine and Caustic are great LRM maps.

#240 Appogee

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Posted 21 March 2014 - 01:00 AM

View PostDracol, on 20 March 2014 - 03:58 PM, said:

This right here.....

The special players, the rambos, the "I am Legendary", the "pugs are there as body shields" people, the solo junkies, the glory hounds, the bad arses, the mech gods, the leets....

these are the people who seem to have the most hatred to the newest changes.

Team players on the other hand are enjoying the extra exp gained from spotting for LRMS.

Speaking of which, a tag laser is calling me.....


Yeah, your inability to make the narrowly-specialised LRM boat you built work effectively for you - despite TAG, Artemis, NARC, BAP, UAV and Target Retention Module - is all my fault.

I am deeply sorry. I realise I should stand there taking direct fire from ballistics and PPCs, so I can hold my lock longer, just in case you happen to be remote locking my target, and potentially launching at my target, potentially splashing 20 points of damage across it.

I will try to do better for MechWelfare Online in future.

View PostEglar, on 20 March 2014 - 05:19 PM, said:

I like the lurm changes, they make LRMs at least somewhat viable and give the game a more Battletech Feeling with all sorts of weapons flying around. If you are caught in the open by 3 missile-boats and get focus-fired, you die but that applies to any 3 [insert build here] focus-firing at you.
Agreed. I suppose the thing that gets people upset about them is that they can be a ''set and forget'' weapon, requiring less skills to use (though equal skill to use well).

Still, it is up to us learn how to counter them. Personally, I am taking more ECM Mechs and trying to rally my lance to go take out the LRM boats early in the match.

Edited by Appogee, 21 March 2014 - 01:07 AM.






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