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Warning! Incoming Missles


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#1 Jabbershark

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Posted 28 March 2014 - 08:42 PM

Posted Image
Critical Damage... Warning...

#2 El Bandito

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Posted 28 March 2014 - 08:55 PM

At least I get to have 3 seconds of warning to seek cover, to torso twist, to use JJs, in order to spread the damage.

ACs and PPCs kill me without warning. ACs and PPCs so OP.

#3 Green Mamba

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Posted 28 March 2014 - 09:01 PM

View PostEl Bandito, on 28 March 2014 - 08:55 PM, said:

At least I get to have 3 seconds of warning to seek cover, to torso twist, to use JJs, in order to spread the damage.

ACs and PPCs kill me without warning. ACs and PPCs so OP.


At Least Direct Fire Mechs LIke ones fitted with those ACs and PPCs have to actually aim and expose themselves to your return Fire instead of hanging behind a hill or building in nursery mode just spamming Lurms

#4 Mcgral18

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Posted 28 March 2014 - 09:10 PM

View PostGreen Mamba, on 28 March 2014 - 09:01 PM, said:


At Least Direct Fire Mechs LIke ones fitted with those ACs and PPCs have to actually aim and expose themselves to your return Fire instead of hanging behind a hill or building in nursery mode just spamming Lurms


;)

#5 Wolfways

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Posted 28 March 2014 - 09:41 PM

View PostGreen Mamba, on 28 March 2014 - 09:01 PM, said:


At Least Direct Fire Mechs LIke ones fitted with those ACs and PPCs have to actually aim and expose themselves to your return Fire instead of hanging behind a hill or building in nursery mode just spamming Lurms

Spoken like someone who has never used LRM's effectively.
I bet you hate snipers in other fps games too.

#6 Tw1stedMonkey

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Posted 28 March 2014 - 11:21 PM

View PostGreen Mamba, on 28 March 2014 - 09:01 PM, said:


At Least Direct Fire Mechs LIke ones fitted with those ACs and PPCs have to actually aim and expose themselves to your return Fire instead of hanging behind a hill or building in nursery mode just spamming Lurms

More so that lrms boats share a LOS and fire range with every other mech on their team. I can't remember a single time where I was under concentrated fire from 3+ mechs without having a grievous error in positioning, the rare occurrence of going to flank and coming face to face with most of their team, or half/most of my team is dead and we are losing. Meanwhile multiple lrm boats will likely concentrate fire on a single mech every game they play with other lrm boats in (which can be easily be 3-5 fairly commonly.)

#7 Lyoto Machida

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Posted 29 March 2014 - 01:40 AM

View PostWolfways, on 28 March 2014 - 09:41 PM, said:

Spoken like someone who has never used LRM's effectively.
I bet you hate snipers in other fps games too.


I'd love to see a screenshot of his archived LRM stats...

#8 Rubidiy

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Posted 29 March 2014 - 02:14 AM

View PostWolfways, on 28 March 2014 - 09:41 PM, said:

Spoken like someone who has never used LRM's effectively.
I bet you hate snipers in other fps games too.

spoken like a noob sniper. ;) Just for you to know, high skilled players never act passively miles away from a frontline even while playing a sniper.
Regarding MWo, LRMs cann't be considered as a sniper. 2-4 ERLLs can be considered as a sniper, twinGauss can be such thing too. LRMs are a weapon that uses auto-aim, and should be treated by developers in a way completely different to any other weapon.
My opinion on what's the right way to play LRMs is based on a big number of games that I played with some of the strongest MWo players at the moment. And they never acted passively. Their shooting distance always is 500-200m. They equip large XL engines to have as much speed as possible. THey always move, they stay slose to their team and provide cover to brawlers. That's how I learned to play LRMs too, and I was almost as effective as they were. No one of us thought that LRMs' speed buff was nessessary. No one.
Actual difference between effective LRM boating before and post buff is that before you had to get closer (at least 500m). You had to spend some time in the open, which resembled quad AC2 boating, but in case of LRMs you had this spreaded damage delivered at once or not delivered at all. After the buff you don't need to stay in the open. Current LRM speed allows you to stay in cover, to stand far away, so basicly all you need is an effort of other friendly players to keep lock on target just for 2-3 seconds. The rest is being done by adv.target decay and Artemis. No skill, no effort from LRM pilot at all.
While other players whine, I suggest to put a little more thought into why LRMs were buffed? Anyway, situation, when incoming missile warning on your screen is not prioritised, is unacceptable. I see some stupid Critical damage warning, Base is Being Attacted warning while LRMs are already on their way to my face. :P

Edited by Rubidiy, 29 March 2014 - 03:25 AM.


#9 Lyoto Machida

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Posted 29 March 2014 - 03:06 AM

View PostRubidiy, on 29 March 2014 - 02:14 AM, said:

spoken like a noob sniper. ;) Just for you to know, high skilled players never act passively miles away from a frontline even while playing a sniper.
Regarding MWo, LRMs cann't be considered as a sniper. 2-4 ERLLs can be considered as a sniper, twinGauss can be such thing too. LRMs are a weapon that uses auto-aim, and should be treated by developers in a way completely different to any other weapon.
My opinion on what's the right way to play LRMs is based on a big number of games that I played with some of the strongest MWo players at the moment. And they never acted passively. Their shooting distance always is 500-200m. They equip large XL engines to have as much speed as possible. THey always move, they stay slose to their team and provide cover to brawlers. That's how I learned to play LRMs too, and I was almost as effective as they were. No one of us thought that LRMs' speed buff was nessessary. No one.
Actual difference between effective LRM boating before and post buff is that before you had to get closer (at least 500m). You had to spend some time in the open, which resembled quad AC2 boating, but in case of LRMs you had this spreaded damage delivered at once or not delivered at all. After the buff you don't need to stay in the open. Current LRM speed allows you to stay in cover, to stand far away, so basicly all you need is an effort of other friendly players to keep lock on target just for 2-3 seconds. The rest is being done by adv.target decay and Artemis. No skill, no effort from LRM pilot at all.
While other players whine, I suggest to put a little more though into why LRMs were buffed? Anyway, situation, when incoming missile warning on your screen is not prioritised, is unacceptable. I see some stupid Critical damage warning, Base is Being Attacted warning while LRMs are already on their way to my face. :P


This is the truth though. You had to direct fire from right behind your brawlers...essentially brawling with your LRMs almost. You can't even tell who the good LRM pilots are anymore really but at least now you know who the players are with bad positioning and situational awareness are.

Still...you have to admit that LRMs weren't that common compared to poptarts in 12 mans before the patch. They probably still aren't that common...I haven't played a 12 yet but I'll find out tomorrow.

#10 Ryoken

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Posted 29 March 2014 - 05:31 AM

View PostEl Bandito, on 28 March 2014 - 08:55 PM, said:

At least I get to have 3 seconds of warning to seek cover, to torso twist, to use JJs, in order to spread the damage.
ACs and PPCs kill me without warning. ACs and PPCs so OP.

View PostGreen Mamba, on 28 March 2014 - 09:01 PM, said:

At Least Direct Fire Mechs LIke ones fitted with those ACs and PPCs have to actually aim and expose themselves to your return Fire instead of hanging behind a hill or building in nursery mode just spamming Lurms

At least Direct Fire Mechs with ACs and PPCs do not have to wait for lock on and can shoot instantly.
At least Direct Fire Mechs with ACs and PPCs do not have to mind mechs in ECM cover.
At least Direct Fire Mechs with ACs and PPCs do not have their projectiles smothered by AMS.

#11 Prezimonto

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Posted 29 March 2014 - 05:38 AM

At least direct fire mechs don't NEED teamwork to deal damage.

Without teamwork LRM's become the worst weapon to use while facing a mech set up to direct fire. The only way to use LRM's effectively is with teamwork.

Teamwork is OP, nerf teamwork!

Caveat, I've posted this elsewhere. It's sarcasm. Please don't actually nerf teamwork.

#12 Randalf Yorgen

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Posted 29 March 2014 - 05:42 AM

Hey look, an "OMG LRMS OMG" thread. Haven't seen one of these in like.... when did I go to bed?12 hours?

#13 Duncan Aravain

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Posted 29 March 2014 - 05:51 AM

Posting in another "Nerf LRMs; my style of meta gaming is fine, though" thread........

#14 Joseph Mallan

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Posted 29 March 2014 - 05:59 AM

View PostRyoken, on 29 March 2014 - 05:31 AM, said:

At least Direct Fire Mechs with ACs and PPCs do not have to wait for lock on and can shoot instantly.
At least Direct Fire Mechs with ACs and PPCs do not have to mind mechs in ECM cover.
At least Direct Fire Mechs with ACs and PPCs do not have their projectiles smothered by AMS.

At least we have the option to be Direct fire or Fire Support!

#15 FupDup

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Posted 29 March 2014 - 06:20 AM

Warning -- Incoming Alpha Strikes!

Oh wait.

#16 Joseph Mallan

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Posted 29 March 2014 - 06:23 AM

View PostFupDup, on 29 March 2014 - 06:20 AM, said:

Warning -- Incoming Alpha Strikes!

Oh wait.

Imagine Betty Anouncing, "Incoming Missiles... You're screwed!"

I'd pay for Snarky Betty! ;)

#17 Wolfways

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Posted 29 March 2014 - 09:12 AM

View PostRubidiy, on 29 March 2014 - 02:14 AM, said:

spoken like a noob sniper. ;) Just for you to know, high skilled players never act passively miles away from a frontline even while playing a sniper.

I suppose you mean the quickscoping players that are good at getting kills but useless at helping their team, while i sit further away from the battle giving my team enemy positions, ect.

Quote

Regarding MWo, LRMs cann't be considered as a sniper. 2-4 ERLLs can be considered as a sniper, twinGauss can be such thing too. LRMs are a weapon that uses auto-aim, and should be treated by developers in a way completely different to any other weapon.

I wasn't comparing LRM's to sniper rifles, only that they are the weapon people are most likely to complain about because they get killed by it and think it's unfair because they can't return fire, which leads to snipers getting nerfed into the sorry state they are in BF3.

Quote

My opinion on what's the right way to play LRMs is based on a big number of games that I played with some of the strongest MWo players at the moment. And they never acted passively. Their shooting distance always is 500-200m

And you don't think it's a problem when LONG-RANGE missiles with a range of 1000m are only effective within 200-500m?

Quote

They equip large XL engines to have as much speed as possible. THey always move, they stay slose to their team and provide cover to brawlers. That's how I learned to play LRMs too, and I was almost as effective as they were. No one of us thought that LRMs' speed buff was nessessary. No one.
Actual difference between effective LRM boating before and post buff is that before you had to get closer (at least 500m). You had to spend some time in the open, which resembled quad AC2 boating, but in case of LRMs you had this spreaded damage delivered at once or not delivered at all. After the buff you don't need to stay in the open. Current LRM speed allows you to stay in cover, to stand far away, so basicly all you need is an effort of other friendly players to keep lock on target just for 2-3 seconds. The rest is being done by adv.target decay and Artemis. No skill, no effort from LRM pilot at all.
While other players whine, I suggest to put a little more thought into why LRMs were buffed? Anyway, situation, when incoming missile warning on your screen is not prioritised, is unacceptable. I see some stupid Critical damage warning, Base is Being Attacted warning while LRMs are already on their way to my face. :P

Try using cover, you'll hear the incoming missiles message a lot less.

#18 Leesin

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Posted 29 March 2014 - 09:19 AM

My problem with LRMs isn't the speed, I just personally think they're doing way too much focused damage to the CT of any mech bigger than a light mech.

#19 Iskareot

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Posted 29 March 2014 - 09:33 AM

What a ******* train wreck this is... REALLY who the **** thought this stuff up? I am soooo disappointed in the game Devs for this mess. All weekend long LRMSSSS LRMS SSS Not a single brawl and a train wreck of matches.

One drop had 7 LRM boats in it and all they did was laugh.


This WHOLE thing is such a waste of time and energy. 100 other things to work on and the speed change - actually changed the entire dynamic of the game. FOR the worse.

I don't even care about the speed. Now it's the amount. So stupid. HEY DEV TEAM YOU ****** UP THIS TIME - revert that shit back just to curb the use now.

.........

Well a few things... one NOW AMS is a must on any mech. --- fine..

Cover...? Well that's a whole other mess itself.

Then AMOUNT OF BOATS ALLOWED.. what a mess. get a lance of Atlases and LRM boats and you win.

#20 Joseph Mallan

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Posted 29 March 2014 - 09:34 AM

The amount of LRMs is not the DEVs doing. The Players are fielding them. Put the blame where it belongs. We have had AC/PPC whine for months on end we have had LRMs for a week...

Edited by Joseph Mallan, 29 March 2014 - 09:34 AM.






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