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Putting The Long In Lrms


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#1 Savage Wolf

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Posted 22 March 2014 - 05:08 AM

There is already a lot of commotion concerning the new LRM buff, but I'd like to add my own perspective to the mix.

One of the things I've always disliked when using LRMs in the game is that they have a range of 1000m which makes sense since they are long range missiles. But it would quickly be apparent that you never really hit anyone at that range. Hell my personal experience is that it was waste of ammo to fire at anyone beyond 500m. That kinda made the long in LRM seem like a joke.

But with the new LRM buff I might actually hit a target at 900m and suddenly LRMs feel like what I always wanted.

Of course this might end up making the LRMs a little better than they were supposed to be, or it might not, time will tell. But the point of what I wanted to say is: if LRMs needs to be nerfed again, then I sincerly hope that PGI will nerf the damage, rate of fire, up the heat or something else as long as the missile speed is not nerfed.

The new missile speed is what makes LRMs long range so nerfing the speed again would simply again make them medium range missiles and those are coming later.

Edited by Savage Wolf, 22 March 2014 - 05:26 AM.


#2 G SE7EN7

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Posted 22 March 2014 - 05:16 AM

PGI, do LRMs take into account the fact that Im turning my mech to the side on incoming missle damage? I know you have put work into designing an algorithm of where missles should hit but does turning my mech actually make a difference like it used to?(about a year or so ago)

I swear almost every bit of damage hits my CT no matter which way my mech is facing.

LRMs are not that much of an issue if you know how to handle them, but these days it seems handling them is not an option. Whats the go?

#3 Raztan

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Posted 22 March 2014 - 05:18 AM

The state of the game now ( with LRM and air strikes being all you see since patch ) is anyone trying to master a slow mech will do what I'm about to do, stop playing MWO. Good luck balancing the game see you in six mouths. PS I don't use LRM's or air strikes because hiding behind a hill and raining missiles down on someone or hiding behind someone with ECM and dropping an air strike on them is under handed and dishonorable. If that is what it takes to win, I will chose to play something else with better people.

Edited by Raztan, 22 March 2014 - 05:49 PM.


#4 Savage Wolf

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Posted 22 March 2014 - 05:19 AM

I often lose the arm first when I turn my side to the lrm barrage, but some still hit CT. This is probably also based on what chassis you are using, but I'm sure turning works.

#5 Veranova

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Posted 22 March 2014 - 05:22 AM

LRM's are great as they are.
Up until this patch I had started to feel as though my power in a light had been completely eroded by turrets in Assault, and the weight in Skirmish.

With LRM's in the mix, I can duck and dodge and do something useful to support the slower/heavier 'mechs on my team, by taking out or distracting enemy LRM 'mechs.
OR take in Narc and spot the enemy team for our own LRM's, OR BOTH.

I NOW HAVE A ROLE AGAIN!!!! IT'S BEAUTIFUL!

This said, there are a shortage of good light pilots in the game, due to a lot of reasons including Skirmish tonnage and fragility.
But that's the only thing that might make LRM's overpowered in many matches. Get to an ELO where there are good light pilots every match and suddenly matches flow a lot better.

Edited by Veranova, 22 March 2014 - 05:22 AM.


#6 G SE7EN7

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Posted 22 March 2014 - 05:27 AM

Yeah I do take damage from missles on other areas but CT juts gets hammered. turning does nothing to mitigate.

#7 Ovion

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Posted 22 March 2014 - 05:39 AM

View PostRaztan, on 22 March 2014 - 05:18 AM, said:

The state of the game now ( with LRM and air strikes being all you see since patch ) is anyone trying to master a slow mech will do what I'm about to do, stop playing MWO. Good luck balancing the game see you in six mouths.
In six mouths sounds really dodgy man....

I've honestly not seen it as a problem.
When running my CPLT-C4, and now A1, plus the Trial Stalker (about 1/3 of my games I'm running an LRM boat) it's been a fun ride, and I've felt I'm actually hitting a little more.

My locust however (which has a single LRM 5 for harrassing duties - set up for capping) feels almost useless now, with even more AMS about, and has gone from roughly 30 damage a match, to about 15.

Holding a lock isn't any easier, and I'm still only getting around 5% better accuracy on my LRMs overall.

I also haven't seen this 'LRMpocalypse' people are on about, rarely seeing more than 4 boats a side, and am yet to die to LRM fire since the patch.

#8 Raztan

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Posted 22 March 2014 - 05:43 PM

View PostOvion, on 22 March 2014 - 05:39 AM, said:

In six mouths sounds really dodgy man....

I've honestly not seen it as a problem.
When running my CPLT-C4, and now A1, plus the Trial Stalker (about 1/3 of my games I'm running an LRM boat) it's been a fun ride, and I've felt I'm actually hitting a little more.

My locust however (which has a single LRM 5 for harrassing duties - set up for capping) feels almost useless now, with even more AMS about, and has gone from roughly 30 damage a match, to about 15.

Holding a lock isn't any easier, and I'm still only getting around 5% better accuracy on my LRMs overall.

I also haven't seen this 'LRMpocalypse' people are on about, rarely seeing more than 4 boats a side, and am yet to die to LRM fire since the patch.

Try a slow 50 kph mech with no missiles, then you mite know what I'm talking about





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