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Lrms Have Killed This Game For Me.


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#41 Odins Fist

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Posted 22 March 2014 - 08:54 AM

View PostMazzyplz, on 22 March 2014 - 08:43 AM, said:


idk, it seems when i play street fighter i don't immediately pick m bison and try to sweep kick the whole match.
nor when i play winning eleven or fifa do i choose barcelona every time

in mechwarrior online i don't switch my loadout to the latest flavor of the month.

you know who does all those things?
my real life buddies who can't really play, so they need the crutches


A: This isn't street fighter or Mortal Kombat

B: I think we both know that a large number of people do not run builds that are going to get ruined by what the popular builds are at the time, they are going to die a lot at first, then they switch over to some degree, we have seen this time and time again as weapons balance happens, it goes hand and hand. Just a fact.

C: So you have never switched your loadout a little to help deal with what's the flavor of the month.
I doubt that highly, more then highly. Don't try to sell me that you run all the exact same builds from closed beta, i'm not buying it.

Edited by Odins Fist, 22 March 2014 - 08:55 AM.


#42 Varent

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Posted 22 March 2014 - 08:58 AM

View PostRobex, on 22 March 2014 - 07:58 AM, said:

Those overpoweref LRMS are ruining any brawling in this game... If PGI wants to make LRMS more usefull at long ranges, they could make missles go faster the longer they fly.. But the LRMS should travel at the same speed as they were before at range of 400 and less.. making NARCs to stay on target all 30 sec was a full scale buff for LRMS and spotters by itself..


actually it didnt really hurt the brawling game at all. Unless your charging along open ground it actually helped brawlers quite abit by making jump snipers less effective and allowing for easier ability to close distance without being cored.

Ive been playing brawlers since the patch to great great effect.

#43 Gremlich Johns

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Posted 22 March 2014 - 08:59 AM

Learn to "fight in the shade"

#44 sC4r

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Posted 22 March 2014 - 08:59 AM

whats this lrm crying about?
you say as if something real bad is happening

the way i see it is they just introduced new solid weapon... maybe less skill based but still it works
however sniping/poptarting is still viable so you get "more variety"
yea and if its such a big deal try mounting ams it really helps

and saying something killed brawling? heh brawling wasnt very viable for more than a year now with exception of some well organized 12v12

#45 Mazzyplz

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Posted 22 March 2014 - 09:02 AM

View PostOdins Fist, on 22 March 2014 - 08:54 AM, said:


A: This isn't street fighter or Mortal Kombat

B: I think we both know that a large number of people do not run builds that are going to get ruined by what the popular builds are at the time, they are going to die a lot at first, then they switch over to some degree, we have seen this time and time again as weapons balance happens, it goes hand and hand. Just a fact.

C: So you have never switched your loadout a little to help deal with what's the flavor of the month.
I doubt that highly, more then highly. Don't try to sell me that you run all the exact same builds from closed beta, i'm not buying it.



so what do i do if you don't buy it, i kill myself? your belief in my statement is too important to me.

i haven't switched my loadout from closed beta. at all.
i retired one loadout because of the SRM nerf, but kept all my other loadouts since before the initial SRM nerf

i'm still playin with srm on most of my builds, even though they suck

i won't let pgi hand me auto aimed crap just because they decided to ruin the dumb fire versions, nor did i ever got any interest in autocannons, i don't run any builds with AC, never have

#46 mouzerius

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Posted 22 March 2014 - 09:03 AM

View PostMad Porthos, on 22 March 2014 - 08:16 AM, said:

You know, I hope this passes. The screaming, whining and rage. The other side of it, too, the L2play responses. It's a game, we take it too seriously. I CAN take it seriously, but I choose not to. Why? Because taking it "seriously" makes it become less fun. I get to thinking...what if my suggestion can make things be a bit more the way I want it. Then maybe I make a post. Then another, and a few people say hell yah, that's a good idea. But then, with that validation, I somehow think it entitles me to believe it should be adopted into this game? No. I don't go down that route. Others have, somehow not seeing they are in for disappointment, rejection that they have set themselves up for. While going down that route, they keep themselves going, feeding thier own egos with the flame that they spent good money, or invested in this game so PGI must listen to them, because they have a good idea. They even put out polls and feel validated when 200, 400... a thousand people seem to generally agree with them, forgetting that there are hundreds of thousands of people who have been on the forums.

Even as good as one idea or another might be, the amount of entitlement and wounded pride echoing through these forums has been the main reason I tune out most Forum Warrioring. I have to believe it's the same for PGI. Most of those who get up enough steam to crusade for their ideas have a blindspot a mile wide regarding their own shortcomings and how unlikely they are to be heard, precisely because they are so dead set that thier way is the answer. An inability to recognize that the invective, spite and wounded resentment dripping off their posts is poison which itself is a heavy barrier to their ideas being seriously considered - even though the ideas themselves may have something valid and useful to the future of the game.

Missiles, LRM and otherwise are a current hot topic, yes? Srms not working, LRMS being everywhere. I see people arguing ... or more, just stating that it's obvious the LRMS are now OP, especially with NARC. Well, guess what... before the buff, there were alot already saying that... because any death caused by a no aim indirect fire weapon, is unearned in thier opinion. To them, even the existance of LRMs as implemented is a heresy.

About the only thing they might accept would be direct fire dumbfire LRMS that hit locations completely based not on a lock, but based on the direction the missile fire mech is firing and the inclination and declination of the launcher. So the user would have to be able to envision exactly what arc thier missiles would fire based on where they are pointing and how high or low they pull thier reticule up or down on the screen. They would then have to WALK thier fire of missles roughly onto target, only occasionally managing to make contact with parts of thier salvos as the impact points converged on the location of a stationary mech or briefly touched upon a moving mech. Since the explosions/impact of missiles has NO SPLASH, this would be exceedingly rare, because there is no Area of Effect for this missile bombardment, no automatic homing or adjustment to hit a near target...such an adjustment seems to be seen as "no skill" so simply cannot be allowed.

The flip side 360 of this is the camp that argues even the slowest real missiles are travelling at 10 to 20 times the speed of these missiles, 1000 - 2000m/s, so 175m/s is nothing and people should just learn to play. Since these players likely already respected missiles before this change, they were used to always using cover, multiple AMS systems in their teams and clustering around ECM mechs. They also likely know how to suppress LRM mechs, forcing them off of good vantage points and recognizing spotters activity, so that they can quickly counter it. To them, they see LRMs, even 175 m/s LRMs as being something that they CAN DO SOMETHING about. I'd say this second "camp" is healthier than the first "camp", the "Get Rid of NO SKILLZ LRMS" camp, but I'd argue it's not really looking at things correctly either. 175 m/s missles are fine I think for a game where the maximum engagement ranges are a few kilometers at best, and a map is only ever a few kilometers across. Missiles that are 1000 - 2000 m/s are used to hit targets 7, 10... 15 kilometers away even. They need to move this fast to get there within a few seconds and hit things moving as fast as the targets likely are... such as jet airplanes etc. With engagement ranges and targetting systems only reaching out to a kilometer or so though, having missile speeds as they are now is merely creating a similar "feeling" of that tension/suspense as a missile is homing in... hit or miss, but in an unrealistic range that we do have to accept, given the premise that in 3050, jamming technology, ecm and other countermeasures are so good that you have to be right up close (within about 1000m) to even detect the enemy units, let alone get targetting and hit them.

Though the folks who argue LRMS are something that can be countered are not wrong, many are discounting how much they actually have learned to be able to counter these LRMs. They ignore the fact that often they work with a group of likeminded people, who are taking AMS, who do not split group and wander off into the open. They work with people who even though they may not be in teamspeak communication, may state things like "LRM boat on Antenna, lets flank it using left ridge cover...". Because this happens, they think this should just be done more by everyone else. However, very often that sort of coordination is just not possible, whether because of pugging, or because of entrenched beliefs. Like minded players often group with thier peers and this can really dominate the play styles of groups you otherwise would think could learn to easily deal with LRMs. I have seen very serious followers of the meta, pop tarting victors, highlanders, shadowhawks everywhere... who refuse to use LRMs and respond only with derision to fellow teamates trying to incorporate them. This means also that they deliberately refuse to support LRMs on thier team. They then simulaneously deride LRMs because in thier team, those mechs who carried LRMs die (unsupported) and decry enemy LRMS now that a buff has made them a bit more viable unsupported, as well as more vicious when properly supported with spotters. Even now, I dropped a few games in my LRM40 artemis Battlemaster, with 12 tons of ammo... and I had an entire lance of people I know and play with who were by chance in the game I pug dropped into... who refused to lock, deliberately. I know that sounds odd, sad or unbelievable, but they literally said to the dead players spectating them, while I was asking for locks and trying to tag for myself..." Quit telling us to lock, we don't want to lose our kills to LRM spammers like Mad P."

Now for the most part, I don't often LRM, Nor do I run LRM5 flooders, nor do I sit waiting for open opponents who've been nearly cored, then and only then dropping missiles into them for a kill. When something dies to my LRMs, likely they wandered out in the open and are taking shots from all comers. Rarely, they have been lit up like a christmas tree by a spotter and even a NARC. More often that not, I see 500-800 damage, with 1 or 2 kills and a bunch of assists. Many of those assists got a large helping of LRM love from me, BEFORE someone else managed to take that last bit of armor off and core them. With LRMs doing 1.1 damage per missile and even a volley of 40 rarely actually being more than 25 hitting, they really do compare with direct fire alphas in terms of overall damage. However, it's all spread out, with slight concentrations - but not the percieved "focus" on center torso that everyone is screaming about.

What people seem to miss about LRM damage is that it's supplemental to what one's allies are laying down on the enemy. At the same time those missiles are in the air, I guarantee you that PPC shots and Large Laser Beams are flying too, and much faster. These likely hit the easiest to hit piece, the CT. Very very often that CT and the side torsos are quickly yellow, even orange. Then when a huge barrage of missiles hits too, all these areas lose 5-15 damage. Likely, what with the beam and ppc hits, the CT now reads cored. But the truth of it is the missiles DID NOT SEEK the CT, the CT, RT and LT all took comparable damage, but the CT also was taking direct fire. Very often due to delays in the update of a person's damage model/readout the thing that finally updates the "model" and gets the player's attention that they really are being plastered IS THE MISSILE VOLLEY, even though it's not the sole or primary source of the CT coring.

The newly dead mechwarrior looks at their screen and sees the last thing hitting them listed as LRMs, so of course that's what cored him, when the actuality is that the Large Lasers, PPCs, SRMs and other things that had all focused on thier CT earlier had been taking thier inevitable toll, all finally being revealed when the damage model/readout makes it's final update.


holly man do you like to type or only to ready your own BS lol i never gone read some one who complains about whining and ranting poeple and has to text spam the topic him self to say so.

#47 Bishop Steiner

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Posted 22 March 2014 - 09:05 AM

View PostOdins Fist, on 22 March 2014 - 08:54 AM, said:


A: This isn't street fighter or Mortal Kombat

B: I think we both know that a large number of people do not run builds that are going to get ruined by what the popular builds are at the time, they are going to die a lot at first, then they switch over to some degree, we have seen this time and time again as weapons balance happens, it goes hand and hand. Just a fact.

C: So you have never switched your loadout a little to help deal with what's the flavor of the month.
I doubt that highly, more then highly. Don't try to sell me that you run all the exact same builds from closed beta, i'm not buying it.

actually, on several mechs, I am still running my CB builds. My Ilya is still using 2 AC10 and 2 mediums, with a 340XL, and until stat wipe was still my highest damage mech, second highest KDr. YLW, the only change I have ever made was adding DHS when those came out. Still running a Gauss and 4 large lasers on my Atlas.

The point being, I never built flavor of the month mechs for the most part, to begin with. But I also admit, several chassis would be ignored if their primary weapon loads were nerfed too drastically, such as I have few SRM carriers I run currently, because SRMs have had such poor hit detection for so long. (Though curiously, my ON1-VA with an ac10 and 4 ASRM4 is has the most high damage matches of any mech I own).

What I see with things like the LRm buff, is that a build like my GRF-1N are viable atm. Not that I should run out and build a bunch of LRM boats. I get what both of you are saying, and I think for a lot of us, it's always been about running somewhere in the middle, not being part of either extreme.

#48 D34K

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Posted 22 March 2014 - 09:08 AM

The missile buff is completely nuts and has destroyed all balance. Hot patch NOW.

#49 WVAnonymous

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Posted 22 March 2014 - 09:08 AM

I have a post somewhere on the forums I should bookmark. The short form is...

ADAPT OR DIE.


I have 19 ER PPC in inventory, waiting for the un-nerf. I have bought dozens of LRM5s and LRM10s since the patch. My AC5 inventory is all in use, but I didn't have to buy any. All the SSRMs I took out to replace with LRMs are sitting there for the next balance shift.

No, I don't like what they did to my Heavy Metal or Dragon Slayer. Too bad, so sad. I am having a blast in my 3 LRM10 Griffin.

#50 Odins Fist

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Posted 22 March 2014 - 09:10 AM

Watch an Orion on Caustic Valley get narc'd and literally die in 4 secs from first volley of at least 7 team members firing LRMs on him. He thought he had cover, I felt bad for him.

On a side note I experienced some funny lag when people from both teams opened up with massive LRM firing, it reminded me of that movie 300 when the Persians lobbed in a cloud of arrows.

Time for a new video card.. :P

#51 Varent

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Posted 22 March 2014 - 09:11 AM

View PostD34K, on 22 March 2014 - 09:08 AM, said:

The missile buff is completely nuts and has destroyed all balance. Hot patch NOW.


actually it brought back balance.

Sorry your meta cheese isnt working anymore.

#52 Mavairo

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Posted 22 March 2014 - 09:12 AM

View PostBishop Steiner, on 22 March 2014 - 09:05 AM, said:

actually, on several mechs, I am still running my CB builds. My Ilya is still using 2 AC10 and 2 mediums, with a 340XL, and until stat wipe was still my highest damage mech, second highest KDr. YLW, the only change I have ever made was adding DHS when those came out. Still running a Gauss and 4 large lasers on my Atlas.

The point being, I never built flavor of the month mechs for the most part, to begin with. But I also admit, several chassis would be ignored if their primary weapon loads were nerfed too drastically, such as I have few SRM carriers I run currently, because SRMs have had such poor hit detection for so long. (Though curiously, my ON1-VA with an ac10 and 4 ASRM4 is has the most high damage matches of any mech I own).

What I see with things like the LRm buff, is that a build like my GRF-1N are viable atm. Not that I should run out and build a bunch of LRM boats. I get what both of you are saying, and I think for a lot of us, it's always been about running somewhere in the middle, not being part of either extreme.


Yeah, but most people don't want to use stuff like AMS, my lance and I ran 4 deep most the night and 8/12 drops we were the only ones packing AMS. Not so coincidentally, we were also the least phased by LRM fire, while we moved cover to cover and opened up the LRM carriers, with our can openers. People have gotten lazy with the old meta. They figure soft rolling hills will protect them.

#53 topgun505

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Posted 22 March 2014 - 09:12 AM

Pinpoint requires LOS.

Arty requires LOS.

If the target is 900m away and tucked away safely behind the rest of his team behind cover the only things YOU can do to immediately respond are:

Run and hide
or
Have yourself a spotter and dish out more of the same back.

There are a number of things which make LRM powerful. But one of the biggest is their ability to be as effective as they are in an indirect mode. Why is that? Because they hammer you without presenting a target in return.

Ok, why is that? Because anyone on your own team immediately feeds you targeting data from anything they detect, including targets under ECM they are able to tag.

While I do think that some adjustments do need to be made to LRM mechanics at present, I think the bigger issue is with how target data is handled. I think targets should only appear on your map if YOUR sensors have LOS of sight to them. If someone else on your team is locked onto a target (with their sensors only) but they are behind a hill from you, you should NOT be getting that target data. The ONLY target data that is fed to the entire team is by any target that is currently being painted by TAG or NARC by a fellow teammate.

LRMs are a support weapon. In TT they were ABLE to be used in indirect fire but they RARELY were because of how horrid the to-hit numbers were because of all the modifiers. It just wasn't worth wasting the ammo on such difficult shots most of the time. Here LRMs have been turned into an abomination (much like the AC2, but that's for another thread) in comparison to how they work in TT. They are no longer a support weapon, they are a direct kill weapon which can be used indrectly nearly as easily.

Take away all the free targeting data and LRM units now HAVE to have direct LOS to be utilized or they MUST have dedicated support at all times if they wish to be used in an indirect capacity.

Lastly. I think LRMs need to have their break lock mechanic changed. If you lose your lock, the missiles go dumb. They follow a STRAIGHT path on their last heading. No re-acquiring locks to do a sudden direction change in order to have them skate across the ground or weave them around corners.

View PostMcgral18, on 22 March 2014 - 08:54 AM, said:

So, no LRMs are not best countered by spread LRM damage, they are best countered by pinpoint frontloaded AC and PPC fire and maneuvering. If you can get within 180M, they cannot do a thing.

So, throw an arty on them, and rush. 30% of the time, the pugs will join you. If you have 3 friends, the pugs are much more inclined to follow. Remember to twist your arm towards the incoming missiles, you'll get a solid buffer and block up to 40% of the missiles towards your torsi.

Edited by topgun505, 22 March 2014 - 09:18 AM.


#54 Screech

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Posted 22 March 2014 - 09:12 AM

I am still waiting for someone to tell the OP he is on an island...

#55 Odins Fist

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Posted 22 March 2014 - 09:12 AM

View PostMazzyplz, on 22 March 2014 - 09:02 AM, said:



so what do i do if you don't buy it, i kill myself? your belief in my statement is too important to me.

i haven't switched my loadout from closed beta. at all.

i retired one loadout because of the SRM nerf, but kept all my other loadouts since before the initial SRM nerf



So you have... I see

Look, we both know that a large amount of people do indeed switch their loadouts every time a weapons balance change happens, you can't argue that fact.

Adapt or die, whether it be loadout or gameplay changes.
Exceptions to rules don't change those rules.

View PostBishop Steiner, on 22 March 2014 - 09:05 AM, said:

actually, on several mechs, I am still running my CB builds.


Several but not all, I have some that haven't changed either, lots have.
ALSO: I have seen you in match, said hello, and you told me you were trying out some new builds. :P

Holla...!!!

Edited by Odins Fist, 22 March 2014 - 09:18 AM.


#56 Bigbacon

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Posted 22 March 2014 - 09:14 AM

The problem with them is, as a new player, it is a major turn off when you see LRMs flying all over the place, and being killed in an instant it seems at time.

Most battles turn out one of two ways. Both side hanging back and sniping away on opposite ends of the maps OR everyone clustering into the maps focal point and the side that gets stuck in the choke point loses.

Very little variation from that.

I think things would change greatly when you get into games that aren't just random, being able to play with people on a team, people you play with on a regular basis and throw in some voice comm and I bet the entire dynamic of the game changes.

Either that by then everyone will be in loaded out heavies..

#57 Mazzyplz

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Posted 22 March 2014 - 09:17 AM

View PostOdins Fist, on 22 March 2014 - 09:12 AM, said:


So you have... I see


so what flavor of the month did i take?

i just told you i retired one build, i'll tell you which one it is, the srm+ppc 9m, and only because the tubes are so bad that combined with the nerf it became a failed build, from the usable status it had before.

i still haven't changed to FOTM since those days, about 11 months ago? (srm nerf) - in short: NO, I HAVENT.

#58 Mcgral18

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Posted 22 March 2014 - 09:18 AM

View Posttopgun505, on 22 March 2014 - 09:12 AM, said:

Pinpoint requires LOS.

Arty requires LOS.

If the target is 900m away and tucked away safely behind the rest of his team behind cover the only things YOU can do to immediately respond are:

Run and hide
or
Have yourself a spotter and dish out more of the same back.

There are a number of things which make LRM powerful. But one of the biggest is their ability to be as effective as they are in an indirect mode. Why is that? Because they hammer you without presenting a target in return.

Ok, why is that? Because anyone on your own team immediately feeds you targeting data from anything they detect, including targets under ECM they are able to tag.

While I do think that some adjustments do need to be made to LRM mechanics at present, I think the bigger issue is with how target data is handled. I think targets should only appear on your map if YOUR sensors have LOS of sight to them. If someone else on your team is locked onto a target (with their sensors only) but they are behind a hill from you, you should NOT be getting that target data. The ONLY other target data that is fed to the entire team is by any target that is currently being painted by TAG or NARC by a fellow teammate.

LRMs are a support weapon. In TT they were ABLE to be used in indirect fire but they RARELY were because of how horrid the to-hit numbers were because of all the modifiers. It just wasn't worth wasting the ammo on such difficult shots most of the time. Here LRMs have been turned into an abomination (much like the AC2, but that's for another thread) in comparison to how they work in TT. They are no longer a support weapon, they are a direct kill weapon which can be used indrectly nearly as easily.

Take away all the free targeting data and LRM units now HAVE to have direct LOS to be utilized or they MUST have dedicated support at all times if they wish to be used in an indirect capacity.


Well, LRMs fired at 900M are rather useless, and only effective in the 600M or so range, unless the target has horrid luck and foreplanning who decided to run into the open.

The spread for direct fire without NARC and tag isn't to great either, hence why I bring my own tag and NARC. It makes it hit the 3 torsos for the most part.

Aside from that, stay in cover and FLD is very much superior to LRMs, and they even have a longer effective range...kinda funny. Indirect fire is one of the few advantages LRMs have over it.

#59 Accursed Richards

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Posted 22 March 2014 - 09:20 AM

If I say that I have no problem with this and put down those that do as lacking SKILL, will that give me more forum cred?

#60 Odins Fist

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Posted 22 March 2014 - 09:22 AM

View PostAccursed Richards, on 22 March 2014 - 09:20 AM, said:

If I say that I have no problem with this and put down those that do as lacking SKILL, will that give me more forum cred?


Depends :P





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