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Lrm Update - March 24

Weapons

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#261 OliverTwisted

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Posted 24 March 2014 - 11:29 PM

Thanks for ruining the tournament with the lrm buff, I was looking forward to it.

#262 Jonathan Paine

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Posted 24 March 2014 - 11:50 PM

View PostKusunoki Masashige, on 24 March 2014 - 03:51 PM, said:



Yah no LRMs will still dominate that damn game. I am a new player, started 2 weeks before the patch. Just getting fair at the game and this LRM patch was a total F-up you kids at PGI need to pull your heads out of your tail and do Incremental changes. What the heck do you think your doing. I am playing with veteran players and their all well this is just normal PGI, mess up the game and then try and fix it....

Good jobs you bunch of crackpot jokers


Hey Paul, I've monitored the forums and reports indicate that low Elo players struggle to adapt to lrms...

How about you, Paul, explain what you mean by people adapting to lrms? For me, adapting was making better use of terrain, flanking and team work. Those missile boats are mostly slow as molasses and have the close range fighting capability of a fluffy pillow.

#263 Wolfways

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Posted 25 March 2014 - 12:26 AM

Now if you remove the incoming missiles warning LRM's might actually be a viable weapon.

#264 ShinVector

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Posted 25 March 2014 - 12:37 AM

View PostWolfways, on 25 March 2014 - 12:26 AM, said:

Now if you remove the incoming missiles warning LRM's might actually be a viable weapon.


At this point of time, the number of LRM boaters in the top 10 leader board prove that LRMs are currently viable.

Edited by ShinVector, 25 March 2014 - 12:51 AM.


#265 ShinVector

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Posted 25 March 2014 - 12:48 AM

View PostJonathan Paine, on 24 March 2014 - 11:50 PM, said:

Hey Paul, I've monitored the forums and reports indicate that low Elo players struggle to adapt to lrms...

How about you, Paul, explain what you mean by people adapting to lrms? For me, adapting was making better use of terrain, flanking and team work. Those missile boats are mostly slow as molasses and have the close range fighting capability of a fluffy pillow.


Probably what he wanted was, everyone to switch to LRMs ? *sarcasm :)
*I refuse !

#266 Wolfways

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Posted 25 March 2014 - 12:53 AM

View PostShinVector, on 25 March 2014 - 12:37 AM, said:


At this point of this, I think the number of missile boaters on the top 10 leader validates.. It is a more than viable weapon.

lol after a quick look at the rest of the threads in this forum i'm not surprised. It seems like there are many "players" who have never, and seemingly don't want to play an FPS/battlefield simulator and just want to walk across open ground toward the enemy firing as they go.
Maybe it's just the way i play but i rarely even remember LRM's exist other than seeing them streaking across the sky like a backdrop to a warzone, or the odd occasion i get the missile warning and, assuming i don't just ignore it, step a little tighter to cover and watch them hit the ground.
I guess with the way the current generation of "gamers" are i'll never see a great BT/MW game...pity :)

#267 Lyoto Machida

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Posted 25 March 2014 - 01:00 AM

View Postwanderer, on 24 March 2014 - 09:29 PM, said:

Funny how that works. The more LRMs there are, the more scouts mount TAG/NARC. The more TAG/NARC, the more LRMs become effective...it's a positive feedback cycle.

Until you get up to higher ELO. Then you watch the teams have ECM, blast scouts into hash, AMS the NARCs (why yes, NARC dies to AMS like any other missile) and calmly proceeds along cover until they can pounce on and devour the LRM boats in a hail of autocannon fire.

I bounce between PUG hell and the higher ELO bucket above it, if my games are any indication, since I have a mildly positive W/L and K/D at this point. LRMs make teaming up on something simple enough that even a PUG can do it. And teamwork makes PUGs melt like snow in front of a blowtorch.

It really isn't the same at the higher ELO brackets. Not at all.

Posted Image

This is what it's like. Note what's doing most of the stomping there? Hint: It isn't missile boats. They don't do so hot against better players. Even now.


Vassago Rain still plays this game??!?!?

#268 ShinVector

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Posted 25 March 2014 - 01:03 AM

View PostLyoto Machida, on 25 March 2014 - 01:00 AM, said:

Vassago Rain still plays this game??!?!?


Isn't he that famous Cbillionaire...

#269 PhoenixFire55

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Posted 25 March 2014 - 01:06 AM

Back to 125m/s. Period.

#270 PhoenixFire55

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Posted 25 March 2014 - 01:13 AM

View PostDocBach, on 24 March 2014 - 09:59 AM, said:

Singular weapon balance is in a good place. Where MechWarrior breaks is when you can boat several of the same weapon together that all shares the same lock; in the source material in which the numbers for damage come from, each individual weapon system would need a separate roll to determine if that hit.


Very much this^

View PostDocBach, on 24 March 2014 - 09:59 AM, said:

We got Ghost Heat as a way to directly limit the amount of damage front loaded weapon systems like the PPC could do grouped up. Currently, with the speed change to LRM's, they are in a good spot balance-wise, with the exception that a player providing LRM support from massive "LRM-70" batteries can easily become the top scoring member of a team without needing to remove his 'Mech from defilaide the entire game. This is too rewarding for such low-risk play.


And very much this^ as well.

View PostCorbon Zackery, on 24 March 2014 - 10:10 AM, said:

We the community shouldn't have to spend weeks on Paul's little pet LRM blunder project being his lab rats.


And its so nicely emphasized in his post as well.

#271 PhoenixFire55

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Posted 25 March 2014 - 01:18 AM

View PostSpheroid, on 24 March 2014 - 10:23 AM, said:

Please reduce tracking strength for all non-LOS targets except those NARCed. Target decay is too powerful with the current missiles.


Target decay is just too powerful, period. It should have never been in the game in the first place. Back in the days when LRMs were completely useless due to their *redacted* flight arc we needed the target decay to hit at least smth, now it should be gone.

#272 PhoenixFire55

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Posted 25 March 2014 - 01:25 AM

LRMs were fine as they were before the speed increase.
Anyone who claims they were useless just have no idea how to use them.
LRMs are not supposed to be effective by themselves.
A good 4-man team with 2 heavy LRM boats and 2 good spotters could easily shred the entire enemy team before patch.

As already said by DocBach, problem isn't in the speed.
5-20 LRMs on a mech are useless, while 40+ is already overpowered.
Balance this by increasing spread/lock times with increasing number of missiles fired.

And FFS change convergence mechanics. It should either be manual or slow automatic. Current instant pinpoint is what led to poptart meta in the first place. Allow LRMs to be dumb fired to a certain distance you can change in game. Make them an indirect fire support as they should be, not 1000m Streaks.

Edited by PhoenixFire55, 25 March 2014 - 01:30 AM.


#273 PhoenixFire55

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Posted 25 March 2014 - 01:56 AM

View Poststjobe, on 24 March 2014 - 12:28 PM, said:

The missile code is broken. It's likely broken so badly it's beyond repair.

The CT-centeredness (yes, that's totally a word) of LRMs became apparent during the last (the REAL) LRMpocalypse last May, when they tried to remove splash damage - and couldn't, because then most missiles would just home in on the CT. So they left a 0.1m splash radius in to alleviate that problem, reduced missile damage, and called it a day.


This^.

#274 PhoenixFire55

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Posted 25 March 2014 - 02:16 AM

View PostBishop Steiner, on 24 March 2014 - 01:45 PM, said:

really good but uncoordinated players


There is no such thing.

#275 Speedy Pinky

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Posted 25 March 2014 - 02:18 AM

PLEASE make the AMS that we can disable it!!!

Most of time in the first 3 min the AMS is gone and when i need it i dont have it.
So i removed it ...

MAKE the AMS that we can disable it!!!

#276 PhoenixFire55

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Posted 25 March 2014 - 02:20 AM

View PostRed Chaos1, on 24 March 2014 - 01:55 PM, said:

So basically you want Artemis and TAG to not do what they are meant to do? Riiiight. Makes perfect sense.


Artemis and TAG should increase your chances to hit anything, not make your 60+ LRM packs auto-hit CT.

#277 The Great Unwashed

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Posted 25 March 2014 - 02:26 AM

Disabling AMS is a nice thought, but I consider AMS more as a team-supporting item. When people keep disabling it when they are hiding the effect of AMS is reduced...

It should not fire when there is no line of sight. No fun to have a ton of AMS in the ceiling of the HPG Manifold basement...

I'd be in favor of removing the repeat incoming missile warning... that really annoys me...

Edited by The Great Unwashed, 25 March 2014 - 02:29 AM.


#278 God of War

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Posted 25 March 2014 - 02:37 AM

Congratualtions. the Crybabies were victorious again...
Oh PGI, you´r sooo silly... :ph34r: :ph34r: :) :D

#279 PhoenixFire55

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Posted 25 March 2014 - 02:44 AM

View Postmau5trap, on 24 March 2014 - 03:43 PM, said:

PGI selected the 175m/s speed so that a 150kph plus light mech could no longer outrun missiles


What if I told you that the old LRM speed of 120m/s is 432kph and no light could outrun that.

View Postmau5trap, on 24 March 2014 - 03:43 PM, said:

and we could finally kill them reliably.


You aren't supposed to effectively kill lights with LRMs just like you aren't supposed to kill flyes with guided missiles.

View Postmau5trap, on 24 March 2014 - 03:43 PM, said:

This was PGIs solution to the borked hit boxes on the spiders, embers and so on. We all B_ITCH about hitting shutdown light mechs with AC20s, ER PPC, ML, (insert weapon here) and they take no damage.


Very likely given the history. When A is broken instead of fixing A they break B so B is just as broken as A. Working as intendedTM.

#280 PhoenixFire55

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Posted 25 March 2014 - 02:56 AM

View PostDocBach, on 24 March 2014 - 05:12 PM, said:

In general, however, the AC+PPC pinpoint requires the user to expose themselves to enemy fire, even if for just moment in the case of poptarters. The LRM boat can put up higher numbers without ever peeking outside of cover.


Thing is ... it can NOW. It couldn't before.

Prior to speed buff your LRM boat had to be at 300-500m range to be effective, and thats what I always did, stayed pretty much right at the frontline so that my targets had no time to dodge my 120m/s missiles. Now I can sit 800-900m away raining all day even on stray 2-3 seconds locks and still wreck up the 1000+ top damage on the team without taking a scratch. And that dropping solo with no spotters.

Noobs who couldn't aim straight wanted their easy mode and got it.





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