

Lrms Need To Be Nerfed
#501
Posted 21 July 2014 - 08:46 AM
#502
Posted 21 July 2014 - 10:11 AM
Nicholas Carlyle, on 21 July 2014 - 04:42 AM, said:
It is true that the damage they do in close range is like hitting an enemy with a squirt gun but they still do impulse, fire and smoke effect. When enemies hit the 200-50 meter range I stream my 3 LRM 15 racks while unloading with my 4 er small lasers, 3 machine guns, laze them up with my tag and land a narc pod and hope that I can take them out myself or that a teammate will see the tag+narc and bring some rain to help me.
#503
Posted 21 July 2014 - 11:22 AM
Stormwolfe13, on 21 July 2014 - 08:46 AM, said:
Define "Overabundance" please.
If having a few energy weapons on well over 90% of all mechs is not overabundance, then having a few missile weapons on over 90% ofd all mechs isn't overabundance.
The quality of the game has decreased massively, I agree, but not because of weapon systems. Although I get 1-2 kills, my winning percentage is probably less than 10% and I'm usually one of the last to die in futile efforts. Honest, I don't know why I bother playing.
And no, I don't have a good idea why the quality of the game dramatically decreased as of the same patch that created the group queue versus solo queue anymore. Both stink equally, and it's not my skill that's decreased, so I just don't know what.
#504
Posted 21 July 2014 - 12:41 PM
#505
Posted 21 July 2014 - 12:43 PM
ShinVector, on 20 July 2014 - 08:27 PM, said:
And yet I would say 95% probably more of the matches are casual rather than competitive.
The DF suffers from slow speed... If the LRMers can kite and its a big map... The DFs are screwed. Also again NARC has made this a whole lot easier.
The main point I want to drive into the dudes skull is... LRM works a whole lot more better and easier with TEAM WORK and spotters. He kept denying it because he only thinking from the SOLO player perspective.
*If you keep buffing LRM... On the hands of LRM teams and people who know how to use them... Time and time again.. They get abuse and whole battlefield becomes a stand still.
I already proven my point about LRMs.
Do not that this rag tag LRM team I went down with went to have 5 straight wins.
You capture your own videos to prove your counter point.. Gather a bunch of guys and show how easy it for your PPC+Gauss to win...
*I will leave you with somethings to think about..
LOS. (Direct fire)
Markmanship.
Server base hit guidance no need to aim. (No need to worry about LAG much.)
For whatever reason you can't do it... I will have no reason to discuss this further.

https://www.youtube....Q&v=z2OJsMw_9Jw Drunk Play, with LL AC10 ML Giggle Fits. EZ Win in a Fang. Clearly Fangs are OP
It's not uncommon for my fang in a 4 man to go on a 10 win streak with multiple bags to it's name 700+ damage matches with 3 to 4 kills to it's name. Clearly the Fang is OP
Proof in the pudding... same night back to back


Even the mighty Direwhale is no match for the OP FANG!
Edited by Mavairo, 21 July 2014 - 12:53 PM.
#506
Posted 21 July 2014 - 03:05 PM
Why don't I flip it around on you. PPC's and Autocannons are zero skill weapons because all you have to do is point and click. Lasers are zero skill weapons because you can miss with them and still do damage to your target. Gauss Rifles are zero skill weapons because you really only have to hit once or twice with them to begin crippling a mech. Small Lasers and AC2's were OP, so they each received nerfs. Anything is OP in the hands of the right user.
I keep saying it. The one thing I have seen conclusively in this game is how important firing discipline is. If you don't have good firing discipline, you will get destroyed. If you don't push with your allies, not only do you leave them out there to die alone, you are ALSO splitting the firepower of your team. Similarly, if you rush in when your team is holding back, all you've done is split your teams total firepower so you can die a hero.
I AM a noob at this game. I've only played a few weeks now with a very hectic work schedule. Don't conflate the things that are legitimately hard to learn about this game with your crying about LRMs. You're engaged in affirming the consequent (a formal logic fallacy) because you're sick of being pelted from the sky. If X is true does not automatically make Y ALSO true.
Noob tip from a noob: If the missile siren thingie is screaming at you, it is a bad time to poke your head to shoot the bad guys. You should wait for the missile siren thingie to shut up and possibly fall back to a position behind cover. Also, it would be idea to look around for spotter mechs if you think you should have broken line of sight and the enemy is still locking you up.
#507
Posted 21 July 2014 - 04:55 PM
Tw1stedMonkey, on 21 July 2014 - 01:06 AM, said:
"Most people"? I think most people are mid-ELO and they aren't the ones hiding in cover for 10 minutes. You missed out the big group of players between the "tryhards" and the "underhive".
Quote
While i don't agree that LRM's are in any way OP i'd be happy with changes to indirect-fire that meant buffing direct-fire.
#508
Posted 21 July 2014 - 05:06 PM
Rabbi OsesMoses, on 21 July 2014 - 12:41 PM, said:
AMS are not supposed to counter missiles, only reduce the amount of damage taken....and they do that well.
They only become less effective when faced by missile boats. Boats are the problem.
#509
Posted 21 July 2014 - 05:08 PM
Wolfways, on 21 July 2014 - 05:06 PM, said:
They only become less effective when faced by missile boats. Boats are the problem.
#510
Posted 21 July 2014 - 05:35 PM
Stormwolfe13, on 21 July 2014 - 08:46 AM, said:
I guess new players only die to LRMs then. What's gonna happen to them if they get high enough in ELO to get pounded by direct fire?
Moar tears???
#512
Posted 21 July 2014 - 05:41 PM
Wolfways, on 21 July 2014 - 05:38 PM, said:
on TT, AMS rules were worded (may have been revised) that they fired on the first launcher fired at your Mech. So my Team mate would fire a LRM5 or SRM2 AMS would do its thing.

Dun dun dun! Two of these open up! 6 LRM 20s
Edited by Joseph Mallan, 21 July 2014 - 06:09 PM.
#513
Posted 21 July 2014 - 06:07 PM
Varik Ronain, on 09 June 2014 - 06:48 AM, said:
I wish more people were on the same page as this.
The real issue is the lack of real time communication on pug teams. In the thick of a fight you dont have time to type to your lance mate that they are narced or relay any information in any meaningful way without making yourself vulnerable to enemy fire while you hurriedly try to type a message.
Recently I was in a game a PUG ECM Spider on my team got NARCed. Luckily he ran in a direction I could bring my Kitfox near and I was able to get him under my ECM cover. If he had gone the other way, that would have been it for him. It is interesting how many players do not play this as a team game.
#514
Posted 21 July 2014 - 06:16 PM
Foxwalker, on 21 July 2014 - 06:07 PM, said:
Recently I was in a game a PUG ECM Spider on my team got NARCed. Luckily he ran in a direction I could bring my Kitfox near and I was able to get him under my ECM cover. If he had gone the other way, that would have been it for him. It is interesting how many players do not play this as a team game.
I find it strange that the Spider needed your ECM.
Very few people fire LRM's at a light, and even less lights get hit by LRM's because they have the speed to get into cover fast.
#515
Posted 21 July 2014 - 06:26 PM
Kjudoon, on 21 July 2014 - 11:22 AM, said:
Out of curiosity, what kind of builds are you running? LRM support, other support, brawling, etc?
SolasTau, on 21 July 2014 - 03:05 PM, said:
Truth be told? I recently transited from an IS LRM boat to a Clan Brawler, and was working on a Clan DF support mech. I actually found it quite easy to do semi-decently in the DF Timber Wolf C (no JJs) with Gauss and ER PPC. I'm not by any means great in it, since I've never learnt the maps to know how to work a DF build right, but I do decent amounts of damage, I even get kills from time to time.
I actually found the training in situation awareness from LRM support work, and the training to sneak around with a Brawler, highly useful for my work in the DF support mech. Each "role" has its own skill set -- if there isn't, it won't be a "role". People claiming some role is no skill probably has no skill in that role.

Foxwalker said:
Recently I had the odd pleasure of watching vids of a group game I was involved in... from both sides of the engagement, because one guy on the other team was twitch streaming. As it turns out, one of their Warhawk got narc'ed early and I was happily shooting LRMs at it. Even with team comms telling the Warhawk to move one direction, he got disoriented and went the other way, and died from prolonged LRM exposure. Sometimes it's not that players don't play as a team game, it's just disorienting to get repeatedly hammered by LRMs (which I exploit as much as I can.

#516
Posted 21 July 2014 - 06:28 PM
My weapon hit rates with LRMs is 20%
60% of my LRM spam is wasted. I need to get better at LRMs obviously but it isn't like I lack something imperative to make them function.
#517
Posted 21 July 2014 - 06:34 PM
Xetelian, on 21 July 2014 - 06:28 PM, said:
My weapon hit rates with LRMs is 20%
60% of my LRM spam is wasted. I need to get better at LRMs obviously but it isn't like I lack something imperative to make them function.

#518
Posted 21 July 2014 - 06:34 PM
LRMs are not "op" please don't nerf them any more.
#519
Posted 21 July 2014 - 06:36 PM
Joseph Mallan, on 21 July 2014 - 06:34 PM, said:
Xetelian, on 21 July 2014 - 06:28 PM, said:
My weapon hit rates with LRMs is 20%
60% of my LRM spam is wasted. I need to get better at LRMs obviously but it isn't like I lack something imperative to make them function.
You lack a solid Target lock. either due to the enemy hiding or your scout losing lock. So you are lacking something imperative. Radar Lock.

It's also a matter of experience. After a while, you'll know when a lock's going to hold for long enough for the missiles to get there, so you won't shoot at fleeting targets. And you'll know when and how to get close enough for LRMs to become truly effective. Knowing when not to shoot is as important as knowing when to shoot.
#520
Posted 21 July 2014 - 06:39 PM
I would leave LRM + Artemis IV with the current spread now (but fix the LOS issue that Artemis IV has) then make LRMs have a bit larger spread. Then on top of that, make LRMs have a MUCH longer cooldown so they are not so spammy. Some like:
LRM/5 - 7.0s
LRM/10 - 8.5s
LRM/15 - 10.0s
LRM/20 - 12.0s
To balance this out, I would make LRMs travel the same speed as the current SRMs, 300m/s. Also, if LRMs are fired with a lock, the lock does not need to be maintained for the LRMs to travel to the target (but the target still needs to be spotted in some way, so either you or another needs to have the triangle above it).
This is what I would do with LRMs.
Edited by Zyllos, 21 July 2014 - 06:39 PM.
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