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Lrms Need To Be Nerfed


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#241 InspectorG

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Posted 13 July 2014 - 07:24 AM

I obviously suck at LRMs. I cant get these instakill, 1000 damage matches everyone talks about.

Granted i mainly run lights: spiders, kitfoxes(which i tunred the lrm boat into an srm one), jenners :) , commandos.

Also mediums: hunchbacks, griffins

So i got into catapults. Save the K2 for SMM. Got the A to speed though exp. Read about how great these LURM BOATS ARE OP...im not seeing it.
I put a xl300, artemis, endo, dhs. A GOOD match is 300 damage. I frequent 500 in my spider. Yeah 3mpl > lrms.

I admit i switched to the 6xlrm5 troll build. Seems to work a little better.

Funny match last night, i was lurming this poor jager down in the river valley. He chased me all the way over to the corner. I switched targets and fired and ran from him. He stripped my back but once he was down below i JJ back up and left him there. I assume he had to walk all the way over to the wheelchair ramp. By that time an ember got him.

That match i got 1 kill, 7 assist, 354? damage. I dont think thats OP.

This is the only advice i can give to people who constantly die by LRMs: Move.

#242 Noesis

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Posted 13 July 2014 - 08:00 AM

LRMs are fit for purpose as an indirect support fire weapon, imho. Its always nice to ensure that weapons are considered as a choice imho and the idea that weapons shouldnt have the potential to kill seems a bit strange to me.

Relatively "considered" lower skill weapons can be unsurprisingly countered by other uses of tech and/or other (if different) applied skills.

Re-consider/evolve tactics perhaps?

At the very least having LRMs as a long range option means we don't readily re-create "sniper warrior online".

Edited by Noesis, 13 July 2014 - 08:05 AM.


#243 ztac

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Posted 13 July 2014 - 08:35 AM

Well I loved the counter arguments .. except they are not counter arguments are they... just basically saying 'you fail at MWO'.

not seen one valid point really and you must have done it in a hurry .. because the counters make no sense if you think about what was written and the reply ... guessed someone tried to troll me!

Or I guess you totally missed the point of what was said !

#244 Wolfways

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Posted 13 July 2014 - 08:48 AM

View Postztac, on 13 July 2014 - 08:35 AM, said:

Well I loved the counter arguments .. except they are not counter arguments are they... just basically saying 'you fail at MWO'.

not seen one valid point really and you must have done it in a hurry .. because the counters make no sense if you think about what was written and the reply ... guessed someone tried to troll me!

Or I guess you totally missed the point of what was said !

Are you really incapable of accepting that maybe you are just not good at the game? I played BF2 for years and sucked at most classes so mainly stayed with the recon-sniper. I accepted that i was just bad at it and didn't ask the devs to change the game for me.

Also, it's harder to counter a statement that just isn't true. WH40K Orks believe "Red wunz go fasta." so paint their vehicles red. Counter that.

#245 ApolloKaras

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Posted 13 July 2014 - 12:13 PM

I just paired up with an Altas K in the pug queue, he had 2 Ams, I had a Kit Fox with 3 Ams+Overload....

The clan LRMS were pretty ineffective. The Inner Sphere ones weren't either as they were chaining them. All in all, if you bring some AMS you can mitigate a lot of that damage.

#246 Sorbic

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Posted 13 July 2014 - 12:41 PM

View PostInspectorG, on 13 July 2014 - 07:24 AM, said:

I obviously suck at LRMs. I cant get these instakill, 1000 damage matches everyone talks about.

Granted i mainly run lights: spiders, kitfoxes(which i tunred the lrm boat into an srm one), jenners :) , commandos.

Also mediums: hunchbacks, griffins

So i got into catapults. Save the K2 for SMM. Got the A to speed though exp. Read about how great these LURM BOATS ARE OP...im not seeing it.
I put a xl300, artemis, endo, dhs. A GOOD match is 300 damage. I frequent 500 in my spider. Yeah 3mpl > lrms.

I admit i switched to the 6xlrm5 troll build. Seems to work a little better.

Funny match last night, i was lurming this poor jager down in the river valley. He chased me all the way over to the corner. I switched targets and fired and ran from him. He stripped my back but once he was down below i JJ back up and left him there. I assume he had to walk all the way over to the wheelchair ramp. By that time an ember got him.

That match i got 1 kill, 7 assist, 354? damage. I dont think thats OP.

This is the only advice i can give to people who constantly die by LRMs: Move.


LRM's are very hit and miss. Some matches I can easily get 7-800 damage and others I'm sitting around 3-400. It really depends on your skill, what the enemy team fields and the map. The fact that you have no control over 2 parts of that can make for some ruff games.

To do decent damage you really have to be moderately close when firing to overcome that early warning message. That and run Tag and Adv Target Decay module. No tag makes (imo) the A1 the worst Cat to LRM with. I just dusted off my old LRM 35, Cat C4 and did 559 fairly easy damage in Canyon. Not a big number but I ran out of ammo thanks to too much engine. If I didn't have tag to break through ECM/tighten groups I prob would have been in the 300's with unspent ammo.

#247 Nicholas Carlyle

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Posted 13 July 2014 - 01:00 PM

View PostSaxie, on 13 July 2014 - 12:13 PM, said:

I just paired up with an Altas K in the pug queue, he had 2 Ams, I had a Kit Fox with 3 Ams+Overload....

The clan LRMS were pretty ineffective. The Inner Sphere ones weren't either as they were chaining them. All in all, if you bring some AMS you can mitigate a lot of that damage.


Exactly.

And that's only 5 AMS.

If the whole team had AMS, LRMs are totally terrible, not even counting ECM.

#248 ztac

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Posted 13 July 2014 - 01:04 PM

Funny statement as in games that have been AMS heavy a lot of missiles still get through!

#249 Wolfways

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Posted 13 July 2014 - 01:06 PM

View PostSorbic, on 13 July 2014 - 12:41 PM, said:

LRM's are very hit and miss. Some matches I can easily get 7-800 damage and others I'm sitting around 3-400. It really depends on your skill, what the enemy team fields and the map. The fact that you have no control over 2 parts of that can make for some ruff games.

You missed the most important part, and one you also have no control over; the skill of your opponents.

I wish 3-400 damage was the low score for me lol. I probably get 3-500 average, with the rare 600+ match. A bad match has so much ECM that i can only dumb-fire missiles and get around 1-200 damage :)

#250 Sorbic

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Posted 13 July 2014 - 03:23 PM

View PostWolfways, on 13 July 2014 - 01:06 PM, said:

You missed the most important part, and one you also have no control over; the skill of your opponents.

I wish 3-400 damage was the low score for me lol. I probably get 3-500 average, with the rare 600+ match. A bad match has so much ECM that i can only dumb-fire missiles and get around 1-200 damage :P


You're right, but really opponent skill has no more impact than if you're running any other weapon. I brought up player skill because some folks think/make it sound like you can just sit back, spam and score well. While certain matches are easy, maps like River City aren't and require some gumption. Plus I can land enough shots (lrms are about tenderizing, not kills) on players who I reg see with high kill/damage scores. It's not skilled folks that I have the trouble landing hits on as even they have to peak out to get shots. It's the folks who huddle in their little ECM/AMS/Cover groups while they wait for others to create opportunities.

I really do dislike the mass ECM games. The fact that it can have such an impact, esp when running tag... Yeah, no I'll just run along exposed while trying to get a tag lock. Any moment now. Any moment... I gave up on LRM mechs without tag as that stuffs just ridiculous.

#251 Bors Mistral

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Posted 13 July 2014 - 05:38 PM

I do have an issue with all the shake, smoke and fire obfuscation caused by the stream of c-LRMs.

I't like the old days of high-impact chain-fired streaks and ACs.

#252 krash27

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Posted 13 July 2014 - 06:39 PM

View PostAgent Cooper, on 08 June 2014 - 08:31 PM, said:

I agree many lrm users are skilless, insomuch as I see them firing at mechs within 100 meters or directly at the tunnel or straight at buildings or at an enemy mech surrounded by friendly lights so the friendlies end up taking hits.

A good lrm pilot needs to know when to fire his missiles to maximize damage and when to help teammates. LRMs are for FIRE SUPPORT.
I get a great deal of satisfaction, not from kills, but from softening up the enemy so my team can take them out quicker with less chance of damage to them.

I will also often use LRM's to suppress the enemy mechs, hold them behind a building while my team positions better or cuts him apart behind that building. Even if it means I am hitting nothing but building. The constant LRM warning keeps them from poking their head out. Which can be a good thing for helping team mates out.

#253 wanderer

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Posted 14 July 2014 - 07:47 AM

Yep. Part of why my accuracy rating on my LRMs is low-I will deliberately fire to keep someone's head down, even if it isn't going to deal damage. On some maps, this can cause a group to break apart badly as you just donate a salvo to each as you look for the ones you're going to pound.

I can't count how many times I've ended up flanking on Canyon and just herded a team out of position with my missiles, even if only 1/3 of them actually made it to target. Sadly, they then had the choice of me pummeling them or moving out of cover...where my team was waiting.

Those are usually the 10-12 assist, 1-2 kill games.

#254 Sandslice

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Posted 14 July 2014 - 09:52 AM

There's another use for LRMs... as information warfare tools. This might sound odd, but hear me out.

AMS is basically a machine gun set up to be a CIWS; when it fires, it has a visual signature resembling a machine gun. If you toss some LRMs at someone and see AMS rise up from several different directions, you can use this to identify enemy positions. This can also expose double-AMS 'Mechs, and even Kit Foxes running their triple option.

It's not as precise as a Nacho Dorito, but it's better than "derp can't find them because ECM."

#255 Imperius

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Posted 14 July 2014 - 10:23 AM

Anyone that claims LRM's need to be nerfed are just low ELO bads... /end thread

#256 BourbonFaucet

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Posted 14 July 2014 - 10:31 AM

Oh thank lawd there's another LRMSOP thread, I almost suffered death by deprivation!

#257 KharnZor

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Posted 14 July 2014 - 10:57 AM

View PostImperius, on 14 July 2014 - 10:23 AM, said:

Anyone that claims LRM's need to be nerfed are just low ELO bads... /end thread

This.
If you die to lrms its normally you're fault. Otherwise you were out played.
Deal with it.

#258 Xmith

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Posted 14 July 2014 - 02:47 PM

My C-LRM15 hit rate is at 29%. Not very much when my hit stats for ballistics and energy weapons are around 75%-80%. Then I looked at the average damage numbers. For me anything over 400 is acceptable. Average damage from the LRMs are at 412 at a 29% hit rate.

Can you imagine what LRMs would be like if hit rates were at 50% or higher?

Yes, LRMs can be OP with a skilled pilot.

#259 badaa

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Posted 14 July 2014 - 02:52 PM

no they don't

#260 Wolfways

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Posted 14 July 2014 - 02:53 PM

View PostXmith, on 14 July 2014 - 02:47 PM, said:

Yes, LRMs can be OP with a skilled pilot.

And completely negated by a skilled target.

Edit: Sorry i was wrong there. If you're skilled you don't become a target.

Edited by Wolfways, 14 July 2014 - 02:56 PM.






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