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Pgi Do Something About Those Lrms Again!


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#41 Karl Streiger

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Posted 22 April 2014 - 05:13 AM

View PostThunder Child, on 22 April 2014 - 05:07 AM, said:

Either that, or only allow indirectly fired missiles to home on Narc'ed or Tagged targets. However, no lock on time would be required, and only the spotter would need to keep the lock, essentially making them fire and forget weapons.

The spotter have to take the lock for indirect fire not the LRM platform - that stood 1000m away
That means indirect LRM turns out to be complete useless without a "well" piloted Scout....this means - Credits for damage by indirect LRMs will be payed for the spotter not the LRM boat - > last on get that typical bonus for (LRM fired that hit target)

#42 Lex Peregrine

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Posted 22 April 2014 - 05:18 AM

Thunder Child, I apreciated your posts and agree with your points as well as possible solutions.

And I too would enjoy a stock only option, reminds me of MW1, Solaris and MPBT 3025, having no customization options did not make those games any less fun!

#43 Thunder Child

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Posted 22 April 2014 - 05:19 AM

View PostKarl Streiger, on 22 April 2014 - 05:13 AM, said:

The spotter have to take the lock for indirect fire not the LRM platform - that stood 1000m away
That means indirect LRM turns out to be complete useless without a "well" piloted Scout....this means - Credits for damage by indirect LRMs will be payed for the spotter not the LRM boat - > last on get that typical bonus for (LRM fired that hit target)


The scout would not need to have a "lock" per se. He would just need to keep the Tag on the target till it was hit, or Narc and run. Either way, the scout would be at risk, not the boat, and so it would be only fair for the scout to get "Hazard Pay". Don't forget too, that the flight of LRMs would have to successfully make it to the target, and not hit a building, wall, cliff, roof, jumpjetting Invulnerable Spider, or get murdered by AMS on the way over.

#44 Warge

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Posted 22 April 2014 - 05:21 AM

View PostBobzilla, on 21 April 2014 - 09:04 AM, said:

but realisticly they hit less than 50% of the time,

...and they still hit mostly Mech's CT.

#45 Thunder Child

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Posted 22 April 2014 - 05:30 AM

Thankyou Lex Peregrine.
I don't see the point of the "Nerf LRMS", "No! NERF ACs!" "NERF THEM BOTH! MGuns FTW!" arguments.
They are simply non-productive. And as simple as it is to say, "LRMs aren't OP, you're doing it wrong" or "L2P Noob", at the end of the day, the issue is not really with the LRMs, but with the fact that multiple launchers can all indirectly target one poor sap that happens to be targeted by an ECM Spider.
Although I personally have not had any issue with LRMs in their current incarnation (apart from situations where I should have known better), I realise that not everyone has had the same experience of them, and for some, they may seem too powerful.
This in essence comes down to how the indirect fire is currently handled.
Another approach which may work, while still maintaining the current mechanics, is to dramatically increase the spread of the missiles when fired indirectly. This way, the weapon is till just as potent when fired with LoS, but if blind-fired, although they would still track, perhaps have the flight spread out over a 3-5m radius? This would keep the Suppression aspect of the missiles still in play, but not allow them to instantly cripple a spotted target, before the target has a chance to retaliate at the Spotter.

#46 Lex Peregrine

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Posted 22 April 2014 - 05:45 AM

Agree, its probably the least dramatic option and still provide good results.

I would sugest for indirect fire the target is not just spoted by a team mate, but also taged or narced. So the boat needs to select target that should show up on radar as it is spoted, but to be able to lock it should required tag or narc, and when the missiles are in the air the tag/narc must stay in effect, or tracking is lost and missiles head to last locked position (not crash into the ground like they sometimes do).

But just an increase in spread for indirect fire would help for sure.

#47 Thunder Child

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Posted 22 April 2014 - 05:48 AM

View PostWarge, on 22 April 2014 - 05:21 AM, said:

...and they still hit mostly Mech's CT.


That would be because the CT is the Central point of the target. This is an issue that usually occurs due to the tightening effect of Artemis and TAG, which any smart LRM player will be running, and using, to make the most out of his 30+ tons of weaponry.
And the argument that you are referencing is actually referring to the fact that only 50% of the missiles from all shots fired, not from each salvo, actually hit. My personal stats are actually around the 36-37% mark, and I am careful with my LRM volleys. I try to avoid blind-firing if at all possible. Compare that to my 63-65% for Gauss, Uac, and AC 20. And remember that, although an LRM 15 can potentially get up to 18 points of damage on target, compared to the 15 of a Gauss, that is before up to a third of the volley can be negated by a single AMS unit, and if the missiles are fired indirectly, up to half of the remaining damage potential may be lost as splash against terrain, especially if the target is moving. The remaining 6 points worth of damage potential is then scattered over the mech, with a smart player mitigating it further through torso twisting. As opposed to a Gauss slug, which will put 15 points on a single location.

#48 Thunder Child

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Posted 22 April 2014 - 05:54 AM

View PostLex Peregrine, on 22 April 2014 - 05:45 AM, said:

Agree, its probably the least dramatic option and still provide good results.

I would sugest for indirect fire the target is not just spoted by a team mate, but also taged or narced. So the boat needs to select target that should show up on radar as it is spoted, but to be able to lock it should required tag or narc, and when the missiles are in the air the tag/narc must stay in effect, or tracking is lost and missiles head to last locked position (not crash into the ground like they sometimes do).

But just an increase in spread for indirect fire would help for sure.


The issue with this (and I know it's what I suggested, lol) is that it takes away any skill required by the boat, and puts it purely in the spotters hands. The boat only has to blindly fire missiles into the air, and as long as there is a Narc or TAG signal, the missiles will automatically home in on it. And even though this is how it works in the real world, the "SkillWarriors" would put up a huge cry of how Noobish the weapon is. I apologise for the lack in well constructed counter arguments, but it is now 2am, and it's starting to affect me.

Edit: This is why I believe that, if any change should be made, it should be to widen the Spread of Indirect Fire, even with Narc or TAG support, so that Indirect LRM fire, while still effective, would no longer be as easy to abuse as it is now.

Edited by Thunder Child, 22 April 2014 - 05:56 AM.


#49 James DeGriz

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Posted 22 April 2014 - 06:01 AM

View PostCreovex, on 22 April 2014 - 05:00 AM, said:


With all do respect to your talents, I would say that you are looking at this the wrong way. Next time you jump into a pug, look around at your teammates.
  • How many ECMs do you count?
  • How many AMSs do you count?
  • Are you spreading out or sticking together?
I bet the matches you lost had a few to none regarding ECMs and AMSs, And in the slaughter fest you are describing I bet you saw tons of spread on your teams side. It's the same reason you did better when you dropped with LRMs. Sometimes you get pug groups who come prepared, and others that completely lack the support equipment. I would just chalk it up to bad groups lately rather then a mechanical issue.


FYI - The last time LRMSs were actually unbalanced was back in Beta for a period of 4 weeks where they were monsters! Now, they feel just right.


I do accept that when you're pugging you really are running the gauntlet as to the "quality" of your team-mates, but I always think that more often than not how I do in a game is not so much down to them, but down to me. If what you say is correct, then surely there would be an equal number of bad / good games in a short range brawler as there would an LRM boat, if the weapon systems were appropriately balanced, because the only other controllable variable would be the skill of the player.

I can honestly say, whilst my brawler mech results are fairly universally average (more than 300 and I'm pretty pleased), over a number of matches with different PUGs, my LRM performance is always universally better. Maybe I'm just better with LRMs.. but surely on that anecdotal evidence, if I'm better with them, so is everyone, which is why everyone uses them, which is why we have this problem and why people call for them to be reviewed.

#50 James DeGriz

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Posted 22 April 2014 - 06:05 AM

View PostThunder Child, on 22 April 2014 - 05:54 AM, said:


The issue with this (and I know it's what I suggested, lol) is that it takes away any skill required by the boat, and puts it purely in the spotters hands. The boat only has to blindly fire missiles into the air, and as long as there is a Narc or TAG signal, the missiles will automatically home in on it. And even though this is how it works in the real world, the "SkillWarriors" would put up a huge cry of how Noobish the weapon is. I apologise for the lack in well constructed counter arguments, but it is now 2am, and it's starting to affect me.

Edit: This is why I believe that, if any change should be made, it should be to widen the Spread of Indirect Fire, even with Narc or TAG support, so that Indirect LRM fire, while still effective, would no longer be as easy to abuse as it is now.


Bolded part is the real problem, I think, rather than the weapon itself. And you are the first LRM supporter I've seen actually acknowledge that.

#51 Thunder Child

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Posted 22 April 2014 - 06:41 AM

The problem with Brawlers in this game, is that it has become a ranged game. My absolute favourite mech is a HGN-733C with a Tiger Stripe Camo. She carries an AC20, 3x SRM6s, and 2 Medium Lasers. I love her to bits, which is good, because she usually is in bits, either from LRM fire, or due to sheer PPC/AC 5 spam. Even the so-called City maps are built more for Sniping than for in your face brawling. HPG is perhaps the only map that actually gives Brawlers a chance, simply because there is enough LoS blocking terrain to prevent you getting shot to hell by snipers, and most of it is high enough/vertical enough to block LRMs. Even Canyon Network isn't Brawler Friendly, because unless you hug the walls, LRMs have a steep enough angle to still get you, and the flat top of the network allows Snipers almost full coverage.

And yes, I do acknowledge that LRMs are an easy weapon to abuse in this game, because of it's effectiveness when fired indirectly. They should still be dangerous when fired indirectly, but more from an attrition point of view, than from being cored out. That said, I also think FLD weapons are as equally easy to abuse, due to their ability to focus a punishing salvo in one location, within one second. I can quite easily say that I have died far more times from being pinpoint alpha'd, than from LRMs. And it's usually from someone who has lined me up from an Allies targeting info, and then popped up for a second to fire his shot, before disappearing out of LoS again. And although, technically, I may have had a chance to retaliate against him, that requires me to be able to line up my own return fire, and try to hit him with it, before he hides again. Assuming I even see him take the shot, and don't just fall down dead from something I didn't even see.

#52 Wildstreak

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Posted 22 April 2014 - 06:56 AM

View PostLex Peregrine, on 22 April 2014 - 01:57 AM, said:

Cmon man, seriously?

I see no problem with LRMs being used, there's always room for a missile boat, but when people start packing 3 or more LRM15 or 20, or 5 or 6 LRM5 just to chain fire them continuosly, something is wrong! There are always people willing to exploit bad design decisions, and thats when the game turns to the worse.

Chain fired LRM5s are due to people wanting to avoid Ghost Heat. Not many pack 3+ big LRMs anymore, those that do HAVE to chain fire them. Gone are the days of the 5LRM20 Stalkers with less than 35 kph.

View PostLex Peregrine, on 22 April 2014 - 01:57 AM, said:

The Griffin would also see more use, as its able to pack an LRM20 plus several smaller launchers, considering most other lights and mediums cant pack more than LRM10s.

A Griffin cannot pack LRM20 plus smaller launchers. MAYBE the 1S with LRM20 + LRM10 but I run mine in a similar build to the HBK-4J, twin LRM10, 3ML, TAG, XL engine for mobility, the one difference is no BAP but 7JJ. Just as effective as the Hunchie and even more than a slower speed Mech with bigger launchers. Point is, I am running Griffins now and there is no way you can pack 1LRM20 plus other launchers in any of them without serious problems.

View PostLex Peregrine, on 22 April 2014 - 01:57 AM, said:

If you think of it, if every mech with a missile hardpoint is able to pack an LRM20, then why shouldnt every mech be able to pack an ECM?

Because ECM Stealth is too strong, even now after adding all the counters to it, it is still too strong. Heck, there should be a Griffin-2N available with a ECM hardpoint. I don't know why they don't just fix ECM getting rid of Stealth and all the counters but because we are STUCK with Stealth mode, there will never be every Mech carrying ECM. If we could, everyone would have it and this would NOT be MWO, it would be NinjaWarrior Online because everyone would have ECM. This would beg the question of why LRMs even existed since no one could use them due to all the ECM, Streaks would be near useless too. ECM for everyone is a WHOLE different game.

View PostLex Peregrine, on 22 April 2014 - 01:57 AM, said:

Some weapons should be more restricted, same way not every mech can mount an AC20 because it doesnt fit in arms that have hand actuators and stuff.

That conversation will be better illustrated when another IGP product goes OB, that's all I can say. I'm dying for it but we all have to wait for OB.

View PostLex Peregrine, on 22 April 2014 - 01:57 AM, said:

As for the no guidance idea, need to clarify I meant loose guidance after launch, this could be extended to "loose guidance after 200m, more with artemis or clan tech, then aim for last known target position", you can justify this with loss of signal between missile and mech' targeting computer as the range increases. Is that idea that ridiculous?

Losing guidance after launch is already in, fire at a target, he ducks under cover of terrain or another Mech as the missiles fly, you lose lock and missiles lose guidance. Same if they duck under ECM or lose the TAG/NARC put on them as your missiles close in.

View PostLex Peregrine, on 22 April 2014 - 01:57 AM, said:

If missiles did more splash damage and spread increases with distance, a good 2xLRM20 strike could hit and do damage to a group of enemies, not just one. Its mostly a support weapon, similar to the artillery strike!

These are called Swarm LRMs, Lostech not available until AFTER the Clans invade that has not happened in game yet.

View PostWarge, on 22 April 2014 - 05:21 AM, said:

...and they still hit mostly Mech's CT.

Depends on the angle. When I use LRMs, if I hit people from their sides, I do not hit the CT as much.

BTW, it is Flamers FTW!

#53 Lex Peregrine

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Posted 22 April 2014 - 07:22 AM

View PostThunder Child, on 22 April 2014 - 05:54 AM, said:


The issue with this (and I know it's what I suggested, lol) is that it takes away any skill required by the boat, and puts it purely in the spotters hands. The boat only has to blindly fire missiles into the air, and as long as there is a Narc or TAG signal, the missiles will automatically home in on it. And even though this is how it works in the real world, the "SkillWarriors" would put up a huge cry of how Noobish the weapon is. I apologise for the lack in well constructed counter arguments, but it is now 2am, and it's starting to affect me.

Edit: This is why I believe that, if any change should be made, it should be to widen the Spread of Indirect Fire, even with Narc or TAG support, so that Indirect LRM fire, while still effective, would no longer be as easy to abuse as it is now.


You missed one point I made: For indirect fire on a spoted target, the boat still has to aquire lock, the only two differences are, unless a spotter is taging the target or target is narced, lock will not start, and if lock is achieved and missiles fired, the boat's job is finished (for that volley), its the spotter that must keep taging (or narc remain active), so a spotter should get extra XP for each hit on a taget target.

And an add-on to this idea to make use of a previous sugestion: For direct-fire (maybe indirect too so we dont have to diferenciate), lock only starts if target is closer than 500m, beyond that target must be taged or narced (lock range increases with artemis or clan tech), this is justified by loss of signal between missiles and targeting computer as the range increases. As an alternative lock can still work but missiles loose guidance after 500m. But I understand this is just wishful thinking and there's no good chance of something like this happening until a new MW game is made...

So the spread idea is more realistic and I can go with that.

#54 Tyrogandio

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Posted 22 April 2014 - 08:01 AM

My top performing mech is an AWS-8R with 4xLRM15+A. It was my money raker before the patch and is my money raker still. With the TAG and the Artemis system my 60 missile payloads perform outstandingly using direct fire, coring an assault mech just before I get to overheat, if they are stupid enough to bull rush me.
I am a heavy supporter of LRMs.
That being said, +1 to Indirect Fire with wider spreads as Thunder Child is suggesting. I would say a much wider spread (enough to suffer a [10%] individual missile miss), with a less wide a spread for TAGged of NARCed targets (where the full volley connects on the target if otherwise unhindered, while still hitting sections as spread as a Streak does).

I would give a +15 to Thunder Child - not only for good moderate suggestions but well thought out arguments - but I do believe the +1 is the socially accepted now-a-days

Edited by Tyrogandio, 22 April 2014 - 08:33 AM.


#55 Tesunie

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Posted 22 April 2014 - 08:21 AM

View PostLex Peregrine, on 22 April 2014 - 01:57 AM, said:


Cmon man, seriously?

I see no problem with LRMs being used, there's always room for a missile boat, but when people start packing 3 or more LRM15 or 20, or 5 or 6 LRM5 just to chain fire them continuosly, something is wrong! There are always people willing to exploit bad design decisions, and thats when the game turns to the worse.

I am asking PGI to look for other options when balancing this, the missile tube limit might be enough to help, as Namouche said the quick reload to fire an LRM20 through a hardpoint that only has 2 tubes is just stupid. We would still see lots of mechs with LRM10s, AMS are more effective against an LRM10 so it becomes a usefull defense, but only the larger mechs or mediums more focused on missiles would be able to pack the big launchers.

Looking at smurfy, the Raven is the smallest mech with 20 tubes on two missile hardpoints, but anyone who exploits that ability wont be able to fit much else, so no problem. Then there's the Trebuchet, with two hardpoints with 15 tubes, a good fire support mech for those who like the role and prefer smaller and faster mechs. The Griffin would also see more use, as its able to pack an LRM20 plus several smaller launchers, considering most other lights and mediums cant pack more than LRM10s. If you think of it, if every mech with a missile hardpoint is able to pack an LRM20, then why shouldnt every mech be able to pack an ECM? Some weapons should be more restricted, same way not every mech can mount an AC20 because it doesnt fit in arms that have hand actuators and stuff.

As for the no guidance idea, need to clarify I meant loose guidance after launch, this could be extended to "loose guidance after 200m, more with artemis or clan tech, then aim for last known target position", you can justify this with loss of signal between missile and mech' targeting computer as the range increases. Is that idea that ridiculous? If missiles did more splash damage and spread increases with distance, a good 2xLRM20 strike could hit and do damage to a group of enemies, not just one. Its mostly a support weapon, similar to the artillery strike!

As for streaks, sure dont change them, it was only a secondary thought didnt even meant to mention them. If they followed the same principle as above, they would only loose guidance at near their maximun distance anyway.

At least I think missile turn ration for both lrm and streak should be decreased.


I see no problems with LRMs being used (hence I created and posted up guides on LRMs and linked them in that post). I think you misread what I typed, and it appears I may have misread your OP? (Or this thread has changed your mind from what I've been reading you post from the second page on. I'll admit, I read the OP and just responded.) Please understand from my point of view, I've already done a lot of arguing about LRMs two patches ago. It was getting a little frustrating to tell people that LRMs are all that over powered at the moment, and I feel it's nice to see them being used. (And to have it so it isn't just me basically using them in a match.)

I wouldn't go for hard point restrictions, never liked that system myself. I never felt it was a balancing mechanic, but was more of a player limiter than anything else. And, it actually stopped some very cannon builds from being created on chassis in those games. (Uller couldn't be set up in A configuration, as it could not fit a Gauss rifile, at least not without the Mektek packs...)

Personally, I run too large of launchers in many of my mechs, and I don't see it as anything that's causing anyone else grief when I play them. (Actually, most people tell me that I should keep them to the max size of my tube count, and most LRM guides say the same thing. Lets just say, I don't use LRMs like how most people do. I'm a rare LRM brawler...)

My Raven x4 has an ALRM15, and still has enough other weapons to be a large threat. (Just saying.) AC20s are suppose to, by lore, split their crits up between arms and torsos if actuators get in the way. MWO decided to do something easier, as their system they had placed couldn't seem to handle the split crits of a single weapon component (unless it was hardwired into the item, like the XL engine). I don't feel that LRMs should see a similar restriction. (I'll admit a launcher to tube size restriction would make my Quickdraw, Stalker, and several other mechs I own very sad, and I'd hate to have to change them!)

If you also consider restricting LRMs to tube size, I'm going to guess it would have to apply to SRMs as well as they operate under the same theory/system. What would a Raven do with the NARC slot if they didn't want NARC? Be forced to leave that blank?

View PostSLDF DeathlyEyes, on 22 April 2014 - 02:12 AM, said:

Betty doesn't warn me of LRMs until it's too late. Stop defending the change it is bad for the game. LRMs worked as intended as a proper support mech with other mech's spotting. They need to be dialed back to 140 M/S


HSR is getting you here. By the time HSR says there are incoming missiles (AKA: Lag notification), they have already hit. This especially comes into play when LRM mechs are near their minimum range (which is my playground for my LRMs).

I have no idea how the lag of Betty's "Incoming Missiles" could be corrected. Then again, I'd like to often times feel/see the effects when I'm being pummeled to death from ACs/PPCs. But HSR registered hits provide me no shake or notification besides "side torso destroyed" often times (aka: Damage being applied.)

View PostJames DeGriz, on 22 April 2014 - 04:49 AM, said:


Again, I'm not saying LRMs should be nerfed to obvlion so that we're in the situation we were in the time you describe. Of course they should be viable enough where tactics have to be employed to mitigate their effects, otherwise there's no point in having them. The problem is that if you're in a situation where we are still at where even those mitigation tactics mean the game stagnates into what we have now and someone like me can drastically improve his kill and damage rates in game just by using a different weapon set, you've got a problem.


Different skills for different weapons. Place me in a mech with ballistics as it's primary damage, I will die fast for some reason. Place me in a PPC/AC5 meta build, and I do very poorly. Place me in a laser build, and I seem to do very well. Place me in a missile build, and I do better. Place me in a balanced build between lasers and missiles, and I seem to exceed all my other stat given results. (So far, since the new patch, I'm 11 games in, have 18 kills to 1 death, do 615 damage per match, and do 7.24 damage per ton per match. My Griffin (K/D of 1.50) shows very similar results in damage stats. Never head a K/D that high before! And... that's because I think I've just been darned lucky in the PUG lottery with that mech...)

View PostStalaggtIKE, on 22 April 2014 - 05:10 AM, said:

Yesterday was the first time I've died to LRM this year; no bit of exaggeration. It took a spotter, 4 missile boats and being the last guy standing.

It has killed therefore it should be nerfed.

Edit: LRM could use a hit towards excessive boating, but not much else is necessary. They have several counters, including a few hard counters. But most importantly LRM just aren't reliable, as any of the following can make or break them:
  • superior positioning
  • stacked ECM
  • stacked AMS
  • lack of spotters
  • fast Lights/Mediums
If you're a good enough shot, nothing beats the reliability of a PPC/AC in this game.



Direct fire weapons still out preform my LRM stats (and I have a 44.6% accuracy with my best launcher, the non-artemis LRM15! 6 matches played with it though...) driven numbers. Ton for ton, direct fire weapons seem to always out preform LRMs for damage. Direct fire weapons also out preform LRMs on getting kills as well...

Then consider that direct fire weapons have no other counter besides terrain...

View PostWarge, on 22 April 2014 - 05:21 AM, said:

...and they still hit mostly Mech's CT.


I find they don't hit mostly CT, but (hit box depending), the side torso of the side that is facing, including arms. You twist right, and most times you'll take most of the damage to your arms/side, rather than your CT still. And, with them still being the slowest weapon in the game, with warnings such as "Incoming missile", you should have plenty of time to try and twist the damage to other places... (even more reliably than against other direct fired weapons too!)

View PostThunder Child, on 22 April 2014 - 05:48 AM, said:


That would be because the CT is the Central point of the target. This is an issue that usually occurs due to the tightening effect of Artemis and TAG, which any smart LRM player will be running, and using, to make the most out of his 30+ tons of weaponry.
And the argument that you are referencing is actually referring to the fact that only 50% of the missiles from all shots fired, not from each salvo, actually hit. My personal stats are actually around the 36-37% mark, and I am careful with my LRM volleys. I try to avoid blind-firing if at all possible. Compare that to my 63-65% for Gauss, Uac, and AC 20. And remember that, although an LRM 15 can potentially get up to 18 points of damage on target, compared to the 15 of a Gauss, that is before up to a third of the volley can be negated by a single AMS unit, and if the missiles are fired indirectly, up to half of the remaining damage potential may be lost as splash against terrain, especially if the target is moving. The remaining 6 points worth of damage potential is then scattered over the mech, with a smart player mitigating it further through torso twisting. As opposed to a Gauss slug, which will put 15 points on a single location.


A single LRM15 launcher can be snuffed out by 2 AMS in my experience... (3 AMS have commonly negated my ALRM20 launcher on many of my designs.) LRMs have plenty of counters to them. ECM. AMS. Terrain. Breaking lock. Slower movement speeds.

If anything, I agree that indirect fire of LRMs should possibly have more spread, and the support equipment for LRMs could use an additional look into, namely the Avd Target Decay module... (My opinions of course.)

View PostMerchant, on 22 April 2014 - 06:56 AM, said:

Chain fired LRM5s are due to people wanting to avoid Ghost Heat. Not many pack 3+ big LRMs anymore, those that do HAVE to chain fire them. Gone are the days of the 5LRM20 Stalkers with less than 35 kph.


A Griffin cannot pack LRM20 plus smaller launchers. MAYBE the 1S with LRM20 + LRM10 but I run mine in a similar build to the HBK-4J, twin LRM10, 3ML, TAG, XL engine for mobility, the one difference is no BAP but 7JJ. Just as effective as the Hunchie and even more than a slower speed Mech with bigger launchers. Point is, I am running Griffins now and there is no way you can pack 1LRM20 plus other launchers in any of them without serious problems.


Because ECM Stealth is too strong, even now after adding all the counters to it, it is still too strong. Heck, there should be a Griffin-2N available with a ECM hardpoint. I don't know why they don't just fix ECM getting rid of Stealth and all the counters but because we are STUCK with Stealth mode, there will never be every Mech carrying ECM. If we could, everyone would have it and this would NOT be MWO, it would be NinjaWarrior Online because everyone would have ECM. This would beg the question of why LRMs even existed since no one could use them due to all the ECM, Streaks would be near useless too. ECM for everyone is a WHOLE different game.


These are called Swarm LRMs, Lostech not available until AFTER the Clans invade that has not happened in game yet.


LRM5s have no ghost heat. Shooting more than 2 LRM10s at once do have Ghost heat last I knew. So chain fired LRM5s are only there to eat AMS or to shake their targets. I have not felt those builds to be all that effective when I see them on the field of combat.

My Griffins always run with several different launchers. The trick is, you don't have to cram (boat) all the same type of missile in your missile hard points... I find a single LRM20 launcher to be more than enough to provide utility and range to a design, letting me choose how and when I engage an enemy. So far, I have found that Griffin design to be one of my best designs to date, right behind my Stalker 3F.

You probably don't want to hear me going off on ECM here... ECM is better than it once was, but I still feel it could use a lot of tweaks. However, there are now enough counters to it to make it seem much better. I am happy that they have restricted ECM to certain mech variants. I will agree, we could use a good heavy and medium chassis (beside the Cicada, which I view more as a light...) with ECM to help spread the love. But at the same time, I hate ECM "stealth". I do understand why it works the way it does though, but it's still annoying...

I can't wait for the ThunderLRMs... I'd love to be able to set up little mine fields on commonly placed paths, or just blind fire in front of an enemy and have them walk on the missiles...

(I feel like I wanted to say something more when I made these quotes, but I forgot what it was... ;) )

#56 Lex Peregrine

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Posted 22 April 2014 - 08:38 AM

Yea its possible I changed my opinion on something(s), I'd rather agree to some other people's opinions that get a bit closer to where im aiming at, and get some consensus or support to some level, than have all my ideas dismissed.

In general I think most posters here agree with the wider spread for indirect fire idea that Thunder Child proposed, and I think that might make a difference too.

#57 Gas Guzzler

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Posted 22 April 2014 - 08:46 AM

LOL I didn't even read that you want to remove guidance from LRMs and streaks. Are you NUTS? Go ahead and dumbfire LRMs at 600-1000m, see what you hit. You won't hit anything.

I'm sorry if you want any hope of change you have to make reasonable suggestions. Removing guidance from LRMs and streaks is not going to happen. When have LRMs in a video game ever not had guidance? They simply aren't usable without it.

#58 Lex Peregrine

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Posted 22 April 2014 - 08:53 AM

The reasonable sugestion is the wider spread for indirect fire as Thunder Child proposed.

The removal of guidance after 500m unless target is taged or narced is the unreasonable one lol

#59 Tesunie

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Posted 22 April 2014 - 09:16 AM

View PostLex Peregrine, on 22 April 2014 - 08:38 AM, said:

Yea its possible I changed my opinion on something(s), I'd rather agree to some other people's opinions that get a bit closer to where im aiming at, and get some consensus or support to some level, than have all my ideas dismissed.

In general I think most posters here agree with the wider spread for indirect fire idea that Thunder Child proposed, and I think that might make a difference too.


I just want to make sure you realized, I'm a little tired of fighting for/over LRMs... so my first post was probably not my best worded one I shall admit. Just say frustration took over and spoke up. (Seen as many people wanted LRMs to go right back to their old speed... among other suggestions that would have killed LRMs again.)

#60 A banana in the tailpipe

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Posted 22 April 2014 - 09:32 AM

Flamers do the least damage so they should require the least skill. That's the logic this thread is following [redacted]

Edited by miSs, 22 April 2014 - 10:32 AM.






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