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Lrms Need To Be Nerfed


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#61 Bobzilla

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Posted 09 June 2014 - 05:47 AM

View PostCaptainDeez, on 09 June 2014 - 05:30 AM, said:

They should nerf cover. It requires no skill to stand next to something, and it blocks every weapon in the game! It's completely overpowered. :)



They are kind of nerfing cover, in the case of JJ's, so your statement isn't as sarcastic as you mean it to be.

#62 Monkey Lover

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Posted 09 June 2014 - 05:52 AM

View PostMechB Kotare, on 09 June 2014 - 05:47 AM, said:

No it doesnt. Pinpoint meta has nothing to do with supression and instascreen shake.



screen shake is the best part. I get 6 ,5lrm going and my team can kill you without you being able to do anything :) as I said it works. ;)

If you think its bad now just wait for the clan mechs. With no min range there will be little reason not to have a few loaded. Going to be like having 2 lrm boats without heat issues every game.

Edited by Monkey Lover, 09 June 2014 - 05:59 AM.


#63 MechB Kotare

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Posted 09 June 2014 - 06:00 AM

I intent to use LRMs on Timberwolf. But 2x CLRM 20 will still be nothing against quad lrm 15s + artemis

#64 wanderer

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Posted 09 June 2014 - 06:04 AM

Good thing the Timber Wolf has a 4-missile hardpoint config in from the start, eh?

You can mount ALRM 15x4. For roughly half the weight. Go to town.

#65 Lynx7725

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Posted 09 June 2014 - 06:04 AM

View PostMechB Kotare, on 09 June 2014 - 06:00 AM, said:

I intent to use LRMs on Timberwolf. But 2x CLRM 20 will still be nothing against quad lrm 15s + artemis

Skip the Artemis. Quad 15s, 2 ER Meds, 10 tons of ammo, Active Probe. Good to go, with 0.5 tons to spare.

#66 East Indy

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Posted 09 June 2014 - 06:06 AM

View PostKoniving, on 08 June 2014 - 08:28 PM, said:

Double damage. Double the reload time. Double heat. Reduce LRM ammo to 120 per ton.
Instead of firing three times in 10 seconds, most launchers will fire twice.

Three issues with that.

One, it makes LRMs even more binary: catch a guy out in the open and flay his 'Mech; or spend a lot to time, heat and stores on targets that escape behind cover. Two, half-pace firing quickly becomes irrelevant if a team has enough missile boats, especially if direct combat or other tactics provide spotting for constant firing. Three, lower missile counts per ton encourages boating, since one or two tons on a support rack is harder to justify.

Part of the problem is a matchmaker often allowing 9+ assaults and heavies on one team -- when players can bet that someone else will provide more balanced firepower, they can sit in the back and boat. With limited slots per 3/3/3/3 -- and six lights and mediums than can wolfpack -- there will be some psychological pressure against being an LRM Atlas.

I do think one problem is ammunition -- not counts per ton, but tons per 'Mech. Boating should be about burst at the expense of endurance.

#67 Joseph Mallan

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Posted 09 June 2014 - 06:09 AM

View PostJohanssenJr, on 08 June 2014 - 08:59 PM, said:

They are skill less in that they require little hand/eye coordination, little heat management, they lock on and track the target, they're the easiest weapon to spam, they get lots of ammo, your teammates do the dirty work and acquire your locks...

Using them requires just the most basic of hand/eye coordination.

Using them well requires brains.

Brains are not skill.


A highly skilled idiot with direct fire can shoot his way out of bind. Direct fire is a skill, being able to go "I want to hit that pixel," snapping to it with inhuman reflex, and hitting THAT pixel is a skill.

Skill: dexterity or coordination especially in the execution of learned physical tasks

So in other words they are good combat weapons! Direct fire is point and click. So anyone trying to say they take skill to use is lying. Not that LRMs are any harder to use, but the the point is that killing is easy.

#68 CaptainDeez

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Posted 09 June 2014 - 06:11 AM

View PostBobzilla, on 09 June 2014 - 05:47 AM, said:



They are kind of nerfing cover, in the case of JJ's, so your statement isn't as sarcastic as you mean it to be.


IMHO they haven't nerfed it nearly enough. This one time on Terra Therma, I walked around a mountain to find a LRM Stalker, PPC Atlas, and Gauss Highlander looking right at me. I pressed back for like 2 seconds and they couldn't hit me through the mountain. They couldn't even target me! So OP :)

#69 Monkey Lover

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Posted 09 June 2014 - 06:14 AM

View PostMechB Kotare, on 09 June 2014 - 06:00 AM, said:

I intent to use LRMs on Timberwolf. But 2x CLRM 20 will still be nothing against quad lrm 15s + artemis


You and at least 4 other people

So every match will have basically two quad lrm boats without any heat max :)


Ahh clan future. Maybe those special clan lrm autolock module will help out.

#70 Red King

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Posted 09 June 2014 - 06:22 AM

We should just nerf teamwork while we're at it.


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#71 Monkey Lover

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Posted 09 June 2014 - 06:28 AM

Don't worry teamwork has been nerfed. I used to see people try to save others now they only run away.

#72 Zerberus

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Posted 09 June 2014 - 06:30 AM

View PostMonkey Lover, on 09 June 2014 - 06:14 AM, said:


You and at least 4 other people

So every match will have basically two quad lrm boats without any heat max :)
.

Since when do clan LRMs produce no heat and more importantly 4x15s not trigger ghost heat when groupfired?

Seriously, when I read soem of the posts here, you guys make it sound like clanners can mount infinite heat sinks at no critical or tonnage cost ... becasue otherwise a lot of the loadouts people are scared to death about are just going to get fisted with 40 grit sandpaper and/ or be ridiculously low on ammo....

Edited by Zerberus, 09 June 2014 - 06:31 AM.


#73 Biaxialrain

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Posted 09 June 2014 - 06:39 AM

It's called artillery, it's been a part warfare since the beginning of time.

Deal with it you whiners.

The only low skilled pilot is the one that allows him/herself to get killed by LRMs.

Also, everything in this game is point and click, not exactly a tough skill to master.

Edited by Biaxialrain, 09 June 2014 - 06:41 AM.


#74 Monkey Lover

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Posted 09 June 2014 - 06:40 AM

View PostZerberus, on 09 June 2014 - 06:30 AM, said:

Since when do clan LRMs produce no heat and more importantly 4x15s not trigger ghost heat when groupfired?

Seriously, when I read soem of the posts here, you guys make it sound like clanners can mount infinite heat sinks at no critical or tonnage cost ... becasue otherwise a lot of the loadouts people are scared to death about are just going to get fisted with 40 grit sandpaper and/ or be ridiculously low on ammo....


No real heat as they will be only firing one or two. They will be able to keep up continuous fire. Lrm boats now basically overheat around 100lrms.

Its the increased number of player having them that will be the biggest issue. You will see. After patch#2 when min range is turned on.

Edited by Monkey Lover, 09 June 2014 - 06:41 AM.


#75 Lynx7725

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Posted 09 June 2014 - 06:44 AM

View PostMonkey Lover, on 09 June 2014 - 06:40 AM, said:

No real heat as they will be only firing one or two. They will be able to keep up continuous fire. Lrm boats now basically overheat around 100lrms.

Its the increased number of player having them that will be the biggest issue. You will see. After patch#2 when min range is turned on.

Also, don't forget they should be ripple firing. While ripple fire draws out the launch sequence, it also gives more time between shots, which means they run cooler than an equivalent full launch rack.

#76 Biaxialrain

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Posted 09 June 2014 - 06:48 AM

Spamming LRMs

Dual AC20s

Dual Gauss

Chainfired Quad LL spam

Octo SRM boats

All easily countered, all mega fun. Players that whine and complain make them more fun.

Edited by Biaxialrain, 09 June 2014 - 07:06 AM.


#77 Varik Ronain

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Posted 09 June 2014 - 06:48 AM

View PostJoseph Mallan, on 09 June 2014 - 06:09 AM, said:

So in other words they are good combat weapons! Direct fire is point and click. So anyone trying to say they take skill to use is lying. Not that LRMs are any harder to use, but the the point is that killing is easy.


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.

Edited by Varik Ronain, 09 June 2014 - 06:55 AM.


#78 Saint Scarlett Johan

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Posted 09 June 2014 - 07:06 AM

View PostJoseph Mallan, on 09 June 2014 - 06:09 AM, said:

So in other words they are good combat weapons! Direct fire is point and click. So anyone trying to say they take skill to use is lying. Not that LRMs are any harder to use, but the the point is that killing is easy.


Pretty much. Direct fire is point and click, which IMO I'd argue is just as low skill. But seeing people's ability to point and click everywhere BUT the place it matters is mind boggling.

I think the real skill lies in coordinating with teammates. But what do I know? I just used to be a stupid cannon cocker.

#79 BlackDeathLegion

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Posted 09 June 2014 - 07:13 AM

LOL another LRM post.... well I'm going to add. I have LRM SKILL!!!

I've gotten KILLs and even done descent dmg with firing LRMs INDIRECTLY towards mechs standing still, or slowly moving in a group....like an AREA OF EFFECT!!!

No locks, just aim crosshairs to where the enemy might be.... do some splash dmg, soften them up, or get a KILL.

The enemy will NEVER HEAR a missle warning.... cuz I didnt "R" target them, then fire my LRMs!

I've had several fellow Marik pilots spectate me and while talking on TS3. "Guys, yo watch this...Im gonna LRM "BRAVO" ..." :) LOL


LRMs are fine, what PGI needs to do is TAKE AWAY ALL MECHS SHARING INFO. Basically all mechs have a "FREE C3 COMPUTER NETWORK".

#80 Trauglodyte

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Posted 09 June 2014 - 07:14 AM

Another post by another bad that hasn't learned through what I would imagine is repeated deaths via LRMs, to stop standing out in the open. Instead of complaining and creating piss poor posts about the mechanics, learn how to play.





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