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Why Large Lrm Launchers Are Pointless Now

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#1 Jun Watarase

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Posted 17 May 2014 - 07:30 AM

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Not a very scientific test, but should give you a fairly good idea of the difference between boating smaller launchers vs larger ones. Small >>>>>>>>. large. There is zero reason to use the LRM-20s now given the horrible spread, and most mechs dont have 20 tubes anyway. You are much better off using 2x LRM-10s.

Also fun fact ; 183 meters is still close enough so that LRMs do no damage. Im guessing the 180 meter min range is counted from the launcher whereas the distance you see on the HUD is counted from a different part of your mech...

#2 Khobai

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Posted 17 May 2014 - 08:10 AM

The whole game is pointless. IMO thats a bigger problem.

#3 Levi Porphyrogenitus

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Posted 17 May 2014 - 08:14 AM

You know what would solve this issue? Apply SSRM tracking to LRMs, in groups of 5 missiles. That LRM5 launcher would fire a single group that would track on a leg or an arm or whatever. The LRM20 would launch four groups, greatly increasing the chance per trigger press that one of those groups locks onto a torso target.

Sure, it'd spread LRM damage more, but is that a bad thing? It would spread it more consistently, too, so instead of there being a concentration disparity between launch profiles. Small launchers or small multiple-volley firings from larger launchers would no longer super concentrate, while those launchers designed to fire large volleys all at once would no longer be far less efficient at damage distribution.

#4 Scratx

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Posted 17 May 2014 - 08:15 AM

View PostKhobai, on 17 May 2014 - 08:10 AM, said:

The whole game is pointless. IMO thats a bigger problem.


If you're having fun with it, it's not pointless.

(now, I do agree it could be much better if certain features were actually released... but that's a different topic from this thread's)

#5 Charons Little Helper

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Posted 17 May 2014 - 08:19 AM

1. That's what Artermis & Tag are for. (your spread will shrink drastically - showing again that actually effective LRM mechs rarely fire indirectly - indirect fire without a Tag/Narc spotter is mostly for racking up your damage score)

2. A sole LRM 20 is inferior to 4xLRM5 - except that it only takes up 1 hardpoint & with each having Artemis it weighs 1 ton less. Mostly the hardpoint.

3. Against lights - the spread isn't all bad. When they're running - the top of the spread will hit their legs instead of missing entirely.

Edited by Charons Little Helper, 17 May 2014 - 08:20 AM.


#6 Wolfways

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Posted 17 May 2014 - 08:32 AM

What do you mean, "now"?

View PostScratx, on 17 May 2014 - 08:15 AM, said:


If you're having fun with it, it's not pointless.

(now, I do agree it could be much better if certain features were actually released... but that's a different topic from this thread's)

Fun is it's own point. You can still have fun doing something pointless.

#7 Scratx

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Posted 17 May 2014 - 08:33 AM

View PostCharons Little Helper, on 17 May 2014 - 08:19 AM, said:

1. That's what Artermis & Tag are for. (your spread will shrink drastically - showing again that actually effective LRM mechs rarely fire indirectly - indirect fire without a Tag/Narc spotter is mostly for racking up your damage score)

2. A sole LRM 20 is inferior to 4xLRM5 - except that it only takes up 1 hardpoint & with each having Artemis it weighs 1 ton less. Mostly the hardpoint.

3. Against lights - the spread isn't all bad. When they're running - the top of the spread will hit their legs instead of missing entirely.


1. This, pretty much.

2. Just the hardpoint, the 4x LRM5 _don't_ need Artemis.

3. Yeah, I noticed that. Still not a very productive use of LRMs, but at least LRMs don't suck horribly against lights anymore. They're just mildly effective.

#8 ShinVector

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Posted 17 May 2014 - 08:34 AM

LRMS ? Spread ? Bah... Wait till you try SRMS.

#9 Misadventure

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Posted 17 May 2014 - 09:47 AM

I would agree if your mech has 20 tube capability as the lrm 20 has a stupid spread, it will rarely do better than a lrm 15 and sometimes even a 10.

A lrm 15 is generally a best large lancher in the game.

However, other mechs can support a large launcher well enough. for example my TDR-9s has limited tubes so when i mount a lrm 20 it fires 2 spreads which works rather well.

I could not find a good build for that toy so i fiddled around with it and whatever junk i had in my invenotry and ended up with a lrm 20, tag, and 4 med. I don't generally run lrms unless i can mount several but this build seems work nicely on this mech. I tend to get a few kills a game, about half are lrm kills the rest med lol.

#10 Spheroid

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Posted 17 May 2014 - 10:11 AM

Pointless? Hardly. All the launchers have niches. Heat limitation, hardpoint limitations, ammo load problems all require different combinations of launchers to overcome.

Also quick coring does not equal maximum match score.

#11 Jun Watarase

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Posted 17 May 2014 - 03:31 PM

I think its obvious that since this was testing grounds, i had the artemis bonus by default (which IIRC, does not stack with TAG).

Its much easier to stack multiple smaller launchers than using one big launcher as most mechs dont have 15 or 20 tubes. Without the proper amount of tubes, using a larger launcher will add about an extra half second per volley, which gets very significant. A LRM-20 takes forever to fire from a 6 slot launcher.

#12 Trauglodyte

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Posted 18 May 2014 - 08:07 AM

The spread mechanics on launchers are absolutely asinine in that the bigger the launcher the bigger the spread. So, aside from consolidating tube counts, what is the point of the larger launchers? Well, the primary advantage of the LRM20 is that you free up other slots for other weapons and, more importantly like the AC20 vs. the AC5, you're putting all of your damage in one shot which means that you don't have to saturation fire to sand blast your enemy.

Now, as someone else pointed out earlier, LRMs need to adopt the same spread mechanics of Streaks. But, instead of sending groups of 5 to each location, you simply send each missile to a separate location. It helps vs. fast lights/mediums and it gives TAG, NARC, and Artemis an added effect in that those three pieces of equipment could be changed to increase the likelihood of sending missiles to the torsos. Problem solved.

#13 Flaming oblivion

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Posted 18 May 2014 - 08:37 AM

Your getting the best bang for your buck with lrm 15s IMHO

Edited by Flaming oblivion, 18 May 2014 - 08:37 AM.


#14 Aym

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Posted 18 May 2014 - 12:46 PM

This has been a consistent problem with lrms since closed beta

#15 Wascally Wabbit

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Posted 18 May 2014 - 12:58 PM

I've found that multiple LRM10s is the best combination of hardpoint and tube limits. I use 4 LRM 10 on my Orion set up and get a high kill rate (with 2200 missiles). I can space my fire to send constant salvos without running into heat problems.....assuming I don't forget to keep up my team and get left exposed.

If you run into a group with multiple AMS, the LRM 5 is pointless but with the 10 a few missiles still get through.

I find the LRM 20 is only useful where you have a single hardpoint with a high tube count on a mech such as the Banshee hero. Otherwise it has the same problem as running a Catapult A1 with LRM 5s. If the other side has two AMS at the target point....no damage.

#16 Asakara

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Posted 18 May 2014 - 01:14 PM

View PostJun Watarase, on 17 May 2014 - 03:31 PM, said:

I think its obvious that since this was testing grounds, i had the artemis bonus by default (which IIRC, does not stack with TAG).

...


Artemis and NARC do not work together. Artemis and TAG work fine together.

http://mwomercs.com/...0089-breakdown/

Edited by Asakara, 18 May 2014 - 01:18 PM.






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