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Reduce Lrm Speed Back.


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#1 DarkDevilDancer

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Posted 23 March 2014 - 07:33 AM

LRM's were fine before the buff there was no reason to increase the speed again we all remember the last spout of LRM hell.

The game isn't fun when its nothing but LRM spam just like it isnt fun when its dominated by 6 PPC stalkers.

Roll back the buff asap PGI it wasn't needed and it isn't liked.

#2 stjobe

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Posted 23 March 2014 - 07:46 AM

View PostDarkDevilDancer, on 23 March 2014 - 07:33 AM, said:

LRM's were fine before the buff

No, they weren't.

View PostDarkDevilDancer, on 23 March 2014 - 07:33 AM, said:

there was no reason to increase the speed

Yes there was.

View PostDarkDevilDancer, on 23 March 2014 - 07:33 AM, said:

again we all remember the last spout of LRM hell.

Yes, and this is very, very far from that.

View PostDarkDevilDancer, on 23 March 2014 - 07:33 AM, said:

The game isn't fun when its nothing but LRM spam just like it isnt fun when its dominated by 6 PPC stalkers.

But dominated by AC+PPC is fine?

View PostDarkDevilDancer, on 23 March 2014 - 07:33 AM, said:

Roll back the buff asap PGI it wasn't needed and it isn't liked.

It was very much needed and it is quite appreciated by cooler and more experienced heads than those who feel a need to post yet another whine thread.

#3 FupDup

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Posted 23 March 2014 - 07:49 AM

View Poststjobe, on 23 March 2014 - 07:46 AM, said:

No, they weren't.


Yes there was.


Yes, and this is very, very far from that.


But dominated by AC+PPC is fine?


It was very much needed and it is quite appreciated by cooler and more experienced heads than those who feel a need to post yet another whine thread.

Just one thing you might have missed with your analysis of the OP: 6 PPC Stalkers did not actually dominate the game. They were a joke build/troll. The real dominator was the 4 PPC Stalker (or 2/2 mixed PPC Stalker).

Edited by FupDup, 23 March 2014 - 07:49 AM.


#4 xCico

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Posted 23 March 2014 - 07:59 AM

Reducing speed to 135-140 would be just fine, because new NARC + TAG would work great with new LRMs...

Edited by Almighty Cico, 23 March 2014 - 08:00 AM.


#5 Mcgral18

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Posted 23 March 2014 - 10:41 AM

Hey guys, why don't we buff them to 250 M/s and 1.5 damage per missile? THEN you can complain about lurmageddon. These are nothing by comparison.

Perhaps a small nerf to 150 M/s to appease the whiners, but we have a nearly balanced weapon that can compete against the master FLD race.

#6 Sandpit

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Posted 23 March 2014 - 10:44 AM

my thoughts on LRMs were posted in the first 10 or so threads about them. Now it's just a matter of the same people repeating the same thing in different threads.
lrm 1000 damage = op weapons and pgi needing to fix something
ac and ppc 1000 damage = high fives and awesome round bro!

#7 Sandpit

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Posted 23 March 2014 - 10:47 AM

Every "new" thread I see about LRMs I notice a few constants.

It's the same very small handful of people wanting LRMs nerfed. They never get as many likes on their OP about nerfing as the ones who post about NOT nerfing them back. Think maybe it's just you and not the LRMs? Ever think that maybe the majority of players completely and totally disagree with all the nerf LRM threads and no matter how many times the smurfs post a "new" thread about them to "prove" it's "broken" that you're wrong?

#8 Candun

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Posted 23 March 2014 - 10:48 AM

im thinkin those of you saying the buff to lrm is fine either dont play much or your some of the people going off with lrms

#9 Sandpit

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Posted 23 March 2014 - 10:50 AM

View PostCandun, on 23 March 2014 - 10:48 AM, said:

im thinkin those of you saying the buff to lrm is fine either dont play much or your some of the people going off with lrms

or
maybe, just maybe we see them doing just as much damage as every other build in the game now.

Explain to me how doing 1000 damage in any other build is "good"
but
1000 damage in LRM boats is "op"

You explain that one to me in a way that doesn't include something along the lines of "they're "easier" to use than other weapons" and we'll talk about them being "op"

#10 Foxfire

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Posted 23 March 2014 - 10:51 AM

What we have now isn't bad. LRM's are useful, unlike before. A single LRM boat isn't going to melt mechs unless they can catch an assault in the open on a map like the Cauldron or Alpine Peak

I am liking what this change has done to the game because it feels like all ranges in the game have a roll now. They are great for making snipers duck their head more often which gives brawlers more time to actually get into brawling range. I also like that I am seeing a mix of class weights again in the game. I've seen much fewer assault heavy drops and many more with a decent mix of all 4 classes.

#11 Drasari

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Posted 23 March 2014 - 10:52 AM

If people would just bring AMS, not run out into the open like a fool, use ECM when you can, cover as required this would not be a problem. 12 Mechs with AMS is devastating to LRM teams.

I realize the run out into the open and hold down the trigger on AC/UAC is not the same as it used to be but learn to adapt a bit.

#12 PhoenixFire55

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Posted 23 March 2014 - 10:53 AM

View PostMcgral18, on 23 March 2014 - 10:41 AM, said:

Perhaps a small nerf to 150 M/s to appease the whiners, but we have a nearly balanced weapon that can compete against the master FLD race.


When 10 out of 12 mechs on each team has LRMs thats not 'compete'.

#13 Mcgral18

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Posted 23 March 2014 - 10:58 AM

View PostPhoenixFire55, on 23 March 2014 - 10:53 AM, said:


When 10 out of 12 mechs on each team has LRMs thats not 'compete'.


You know, I don't see that. I see maybe 4 boats per match, with some mechs having under 20 tubes. Compared to the half dozen Jump sniping FLD crowd, it's smaller. Add in a few lights and meds, you get the general loadout. Either we're getting very different matches, or you're exaggerating considerably about your lurm boats.

Besides, FLD is still better. You can't argue that.

#14 Foxfire

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Posted 23 March 2014 - 11:01 AM

I've yet to see a match with more than 4 missile boats. Honestly, that should be about the 'right' number of them as well.

LRM's need to be useful. I wouldn't change LRM's but change how easy it is to target and broadcast targets. The only 'issue' that I have is that the magic Dorito is too powerful and that PGI gave every mech a C3 system by default.

#15 Mister Blastman

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Posted 23 March 2014 - 11:07 AM

OP: NO!

#16 YueFei

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Posted 23 March 2014 - 11:11 AM

Massed LRMs on an open map like Caustic or Alpine are like an American gridiron football defense going with an all-out blitz on your QB. It puts him under a time pressure to operate. You can't just sit in the pocket comfortably surveying the field. The "you" in this case is your whole team, gotta recognize the situation fast and act on it.

Bounding aggression can work against massed LRMs. You send a couple guys forward, they tank the LRMs on their arms, and then halts while other teammates push ahead of him and use their AMS umbrella to protect him. When your AMS is on the front side, it has twice the amount of time to shoot LRMs down for your teammate, both in front of yourself and behind yourself. Keep pushing like this, taking turns bounding forward. Whoever gets LRMs thrown at them should halt or shift back to the rear. Everyone else, if LRMs aren't flying at you, you need to be moving forward and getting shots in.

A few guys on your team will get focused down by LRMs and end up taking dirt naps, but massive Assault LRM boats are slow and vulnerable up close. More mobile LRM users like Catapults and the LRM mediums are more difficult to pin down, but they also don't throw around the same massive missile volleys, so AMS is more effective, and you can be a bit more patience.

Edited by YueFei, 23 March 2014 - 11:11 AM.


#17 Sandpit

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Posted 23 March 2014 - 11:13 AM

View PostDrasari, on 23 March 2014 - 10:52 AM, said:


I realize the run out into the open and hold down the trigger on AC/UAC is not the same as it used to be but learn to adapt a bit.

You just summed up the majority of complaints I see about LRMs.

"I can't run out and dominate with my PPC/AC build anymore! LRMs are "op", nerf them so I can go back to playing the same way I have and we have the same exact gameplay that has dominated the game for a year now because LRMs are making the game "boring"
because diversity in weapons, mechs, loadouts, strategies, is "boring" where playing the exact same way for months ISN'T boring

#18 Jack Lowe

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Posted 23 March 2014 - 11:30 AM

Overall I'm liking the change. The difference in use and effect is very noticeable. From my experience using LRM's and fighting against them both pre and post patch I'd have to say the dev's got it almost right, perhaps. It's still a little early to tell. Usually you'll start seeing a fall off in the FOTM weapon or mech if it's not effective very quickly. Since this change did have a noticeable effect there hasn't been any noticeable fall off in use.

Having been on both the sides of the fight I do tend to think they overshot just a little. As another OP mentioned 150m/s might be about right. Reason for this is what I'm seeing in game. It just seems that up to about 800 meters my missles are arriving to quickly, not alot but it "feels" a little off to me. The other thing I notice is that at that range I'm almost always getting hits regardless as long as I hold lock for around 1sec. The only time I seem to not get hits is if the target is within about 2 or 3 seconds of cover large enough to intersect my flight path. What this means is that unless your in a very fast mech breaking a lock doesn't really do you nearly as much good anymore, reducing the value of lesser types of cover significantly, perhaps to much. This would essentially cut off certain areas of the maps from use making the areas for potential engagement smaller. I rather feel we've limited the battlefield enough it already bottlenecks as it is.

Still LRM's were under preforming prior to the patch, and instead of the usual buff damage change heat crap from the past I think they finally hit the right spot. This speed change is exactly what LRM's needed. I just think they may have overshot the mark a tad. It is after all about a 45% increase in speed, that's a pretty bloody big change for a game that is suppose to only require minor tweeks to weapons balance. I just think they underestimated how significant a speed change would be for this weapon.

#19 stjobe

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Posted 23 March 2014 - 11:46 AM

View PostPhoenixFire55, on 23 March 2014 - 10:53 AM, said:


When 10 out of 12 mechs on each team has LRMs thats not 'compete'.

10 out of 12 'mechs have lasers or PPCs.
10 out of 12 'mechs have some sort of AC.

Why shouldn't 10 out of 12 'mechs have LRMs?

#20 Sandpit

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Posted 23 March 2014 - 12:05 PM

View Poststjobe, on 23 March 2014 - 11:46 AM, said:

10 out of 12 'mechs have lasers or PPCs.
10 out of 12 'mechs have some sort of AC.

Why shouldn't 10 out of 12 'mechs have LRMs?

Because that means the 10 out of 12 mechs carrying PPCs and/or PPCs aren't the end all be all of dominating matches now.





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