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My Proposed Lrm Solution


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Poll: LRM solution (22 member(s) have cast votes)

Do you agree with the following proposal?

  1. Yes (3 votes [13.64%])

    Percentage of vote: 13.64%

  2. No (17 votes [77.27%])

    Percentage of vote: 77.27%

  3. Other (2 votes [9.09%])

    Percentage of vote: 9.09%

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#21 Livewyr

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Posted 10 May 2014 - 01:54 PM

View PostBashfulsalamander, on 10 May 2014 - 02:53 AM, said:

I stopped reading some of these posts after the 6th or 7th post mainly because its always the same butt hurt complaining. First if you cant dodge missiles you suck. I can dodge them just fine in all my variants of Jaeger keep in mind one has a XL 200, which only moves 51 with speed tweak. Secondly if the enemy has Light Mechs that don't make missiles hit you if you are positioned correctly, so cover is still a valid tactic (obviously). If the enemy team knows how to position its LRM's and utilize its Lights then you have been out played. ( I know an actual organized team winning?). ECM works well because not all LRM boats or Lights have tags or enough common sense to tag the one with ECM next to its name.


Now that you've necro'd the thread:

"wut?"

#22 Bashfulsalamander

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Posted 10 May 2014 - 08:46 PM

Firstly what in hell blazes is necroe'd? Secondly I am saying there is nothing wrong with LRM's the way they are now besides the idiots that get hit by them and immediately yell "OP OP OP there is no way I should die!!!". This is not the matrix you are in a 20- 100 ton mech ( perhaps Hawken would have been a better reference) do not expect to dodge every bullet/ missile shot at you, but you can minimize the damage by using common sense IE. taking cover/ using ECM/ and being in a group with multi AMS. Even more stupid is how the one post said decrease lock on times, which if you know any LRM boats or play as one you would know that lock on times don't last long unless you have a good team/ spotter. ( not including modules)

View PostLivewyr, on 10 May 2014 - 01:54 PM, said:

"wut?"

Lastly does that answer your question, or would you like to clarify such a broad question?

#23 Tesunie

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Posted 10 May 2014 - 09:05 PM

View PostBashfulsalamander, on 10 May 2014 - 08:46 PM, said:

Firstly what in hell blazes is necroe'd?


Resurrecting a thread from being inactive and "dead" to alive and getting responses? You have pulled an art of necromancy and made this thread into a zombie of it's former self!

#24 Bashfulsalamander

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Posted 10 May 2014 - 11:18 PM

SWEET guess may 6th don't count as recent..

Edited by Bashfulsalamander, 10 May 2014 - 11:19 PM.


#25 Tesunie

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Posted 11 May 2014 - 02:21 PM

View PostBashfulsalamander, on 10 May 2014 - 11:18 PM, said:

SWEET guess may 6th don't count as recent..


I'm just providing definition. How it relates to you... I do not know. (Though I too thought this thread was older and was more dead than it was... Meh.)

#26 Koniving

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Posted 11 May 2014 - 02:43 PM

Prefer double damage, double cooldown (reload time).

So instead of firing 3 times in 10 seconds, as LRMs 10 through 20 do, they will fire twice.
Instead of firing 4 times in 10 seconds, as LRM-5s do, they will fire twice.

New stats:
LRM-5
Damage: 10 to 11.
Reload speed: 3.25 seconds changed to 6.5 seconds.

LRM-10
Damage: 20 to 22.
Reload speed: 3.75 seconds changed to 7.5 seconds.

LRM-15
Damage: 30 to 33.
Reload speed: 4.25 seconds changed to 8.5 seconds.

LRM-20
Damage: 40 to 44.
Reload speed: 4.75 seconds changed to 9.5 seconds.

This maintains LRM effectiveness, DPS, speed, everything and removes the one most annoying factor of all:
SPAM.

There's nothing wrong with missiles currently except for the fact that you have no window of opportunity to travel, relocate, or engage the missile boat at long range. Especially when there are many of them.

To quote something I've said elsewhere:
"LRMs are in a great place now. Very useful. But unlike the days of old, the missiles travel fast, target decay maintains locks, and missiles hit very often with great detection now that everyone is chain firing.
However, because of all that, the rapid firing rates we've had to make up for the lack of all the above are no longer necessary and while the DPS of missiles is highly effective, the 'spam' is beyond annoying and makes players on the receiving end who are standing in cover and still being pelted feel completely helpless. So the idea is what if we doubled the cooldown (making it take twice as long to reload and shoot again) but also doubled the damage (to maintain the DPS and its effectiveness).

This engages players more. So instead of sitting in a corner reading celebrity gossip while holding down the "fire" button for LRMs until the match is over, missing is much more detrimental to them due to the increased time to reload and fire again. This increases the tactical element as instead of a "hold button" mechanic to grind for cbills, it is now about finding the perfect position to fire from and relocating after the fact before the enemies rush you. The combination of firepower and firing rarity also increases the value of missiles to the point that a player may actually make a request "LRM (Target) C?"

Better engagement means better player retainment. It also means more communication and reliance on others or themselves to fire at enemies, acquire escorts, make friends in matches, the list goes on. It also means that dedicating 100% to "boating" missiles is no longer a feasible option as that means being helpless when a rush starts. So they will bring other weapons to defend themselves and boat less.

In the long run, it'd also increase the value of spotter gear. Meanwhile, mixed builds that have 1 or 2 missile racks might use SRMs or Streaks for close range combat and long range energy weapons or they may go the other route and use close range energy/ballistic weapons and long range missiles as the individual launchers will have increased in value and battle significance.

Edited by Koniving, 14 May 2014 - 09:47 PM.


#27 Nothing Whatsoever

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Posted 11 May 2014 - 09:22 PM

Well, here's what I've been thinking for missiles:
  • Raise missile speed (will need to be tweaked as necessary)
  • Reduce the number of missiles fired and raise damage with an ammo adjustment (as a workaround for hit detection issues)
    • for LRMs, have missiles do 5 damage each, so LRM5 fires one missile up to LRM 20 firing four missiles.
    • for SRMs, have missiles do 4 damage each, so SRM2 fires one missile up to three with an SRM 6
  • Reduce impulse for individual missiles.
  • WIth the increased missile speed, limit Lock on to specific circumstances:
    • Consider having a range limit modifiable by Artemis for Locks, so Locks possible from 630 to 1260 M without Artemis, with 540 to 1260 M as a starting point (adjust as necessary)
    • Other limits can be that Locks can only work on a TAG'ged, NARC'd or UAV revealed Targets, so that Indirect Fire is less common and would require more effort.
  • Adjust Cooldown, could start with setting LRMs to 5.00 seconds for all salvos including Chain Firing and when there is a tube mismatch (for example LRM 20 out of a 5 tube section and Missiles Launch one at a time 5.00 seconds apart) increase cooldown as necessary.
  • Consider allowing limited guidance for Artemis SRMs, but will fire when ready like LRMs, SSRMs would remain the same as they are.
  • Consider range increases.
Spoiler

Edited by Praetor Shepard, 11 May 2014 - 10:16 PM.


#28 Tiberius Augustus

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Posted 11 May 2014 - 09:44 PM

:ph34r: have in-direct fire penalty? if in-direct ie far away and not seen start out 25% accuracy.

LOS (line of sight) 50% to 80% accuracy, say you see the mech get a lock on its 50% but if goes out of view it drops to 40% then lower when moving out of its maximum range. if it stays out in the open the percentage goes up.

TAG/NARC +Artemis 100% all missiles will hit their mark maximising the damage without Artemis its 90% granted the beam must be lasing them but it will drop accuracy if the beams not lighting em up you can reaquire the tag on the target during the mid flight of the missiles, this will promote more diversity, if you in an clan, guild or what ever you can assign members certain roles but on the flip side if you are in a random and no one has tag/narc you gonna waste ammo just aimlessly launching missiles.

Artemis system adds +20% to in-direct fire +10% to LOS

only TAG/NARC can get all missiles to hit.

another route is required lock on time to achieve higher percentage with Artemis its shorter time to get the percentage :D

Edited by Tiberius Augustus, 11 May 2014 - 09:48 PM.






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