The problem with that is that players are already complaining that there's no cover on maps
	
Lrms Need To Be Nerfed
#121
Posted 09 June 2014 - 10:46 AM
The problem with that is that players are already complaining that there's no cover on maps
#122
Posted 09 June 2014 - 10:51 AM
LRMs are fine, and require no further tweaking aside from the planned mechanics for clan LRMs. L2P you whiny noobs.
/thread plz
#123
Posted 09 June 2014 - 11:41 AM
Koniving, on 09 June 2014 - 09:34 AM, said:
One of the major frustrations of LRM use is losing locks so easily. It drove the velocity change, increasing missile contact. What you're suggesting will contravene that, and increase alpha at the same time. That's a problem.
Quote
Fewer missiles per ton, yes. Economies of scale. It's why people don't put Artemis on SRM 2s.
If I want to add a single LRM-10 but get punitively low ammo per ton, I'm more inclined to save LRMs for a primary system in which I can put 10 tons into missiles, and spend my way around the limit.
If all 'Mechs have a 4-ton LRM missile limit instead, you can actually increase per-ton count to 200, make support racks more attractive, and limit LRM-60 boats to 13 volleys a game.
I still think top-heavy teams (and the psychology associated with them) influence the perception of LRM power the most, though.
#124
Posted 09 June 2014 - 11:58 AM
East Indy, on 09 June 2014 - 11:41 AM, said:
Recall the recent LRM apocalypse? Fast travelling missiles. Combine this with either NARC, or as most LRM users always have, target decay. NARC continues an LRM lock for up to 30 seconds.
Target Decay ensures it for 3 seconds. With the LRM speed at that time, at 800 meters you could fire your LRMs and hit in less than 2 seconds.
There's no need to increase alpha. Two launchers after the change are effectively 4 of MWO's current launchers.
East Indy, on 09 June 2014 - 11:41 AM, said:
Said LRM-10 is 7.5 seconds to fire a second time. You miss once, you miss. Big time. It would thusly never be a primary weapon system in that regard except on a light mech. And it won't take but one enemy light to ruin that.
East Indy, on 09 June 2014 - 11:41 AM, said:
Convoluted mechanics.
Would you thusly limit ACs to have 4 tons? Machine guns to have 4 tons? Would you limit an SRM launcher to 4 tons? In what way would it make any sense what so ever?
East Indy, on 09 June 2014 - 11:41 AM, said:
Correct.
#125
Posted 09 June 2014 - 11:59 AM
Joseph Mallan, on 09 June 2014 - 09:00 AM, said:
Not that I'm on the "this game requires leet skillz" ego trip or anything, but you ever give someone who has never played a video game ever a controller? It makes me feel like the maestro of video gamers when I see it happen.
#126
Posted 09 June 2014 - 12:00 PM
WDBDBloodyTriggerZ, on 08 June 2014 - 07:55 PM, said:
					
					#127
Posted 09 June 2014 - 12:02 PM
Vanguard319, on 09 June 2014 - 10:51 AM, said:
LRMs are fine, and require no further tweaking aside from the planned mechanics for clan LRMs.
/thread plz
This. Lrms are in a really good place. Charging a group of LRM boats is funny to watch, they all panic and go into reverse and then die.
Edited by Sevrid, 09 June 2014 - 12:02 PM.
#128
Posted 09 June 2014 - 12:59 PM
Koniving, on 09 June 2014 - 11:58 AM, said:
I just think the doubling stuff is more radical a change than what's needed.
Quote
Would you thusly limit ACs to have 4 tons? Machine guns to have 4 tons? Would you limit an SRM launcher to 4 tons? In what way would it make any sense what so ever?
It's no more convoluted than tabletop-imported critical slots, which was an effective way to prevent exponential power of weight. SRMs would work at 4 tons, ACs probably 3 tons for each caliber. If someone has trouble understanding that, they'll have trouble with something equally straightforward like hardpoints. But this change isn't something I think is absolutely necessary.
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That, then, is why I'd want to see 3/3/3/3 or similar at work for a month at least, even with Clans, before judging.
#129
Posted 09 June 2014 - 01:15 PM
WDBDBloodyTriggerZ, on 08 June 2014 - 07:55 PM, said:
Ha..haha...hahahaahha. If you die to LRMs often, you are the unskilled one.
#130
Posted 09 June 2014 - 01:38 PM
Sevrid, on 09 June 2014 - 12:02 PM, said:
Which is derp mode. A good fire lance should be scattering across at least 200m so they can fire at whatever's hugging a buddy. Full reverse en masse is the worst tactic of all- if anything, you want to charge past them, force a turn, and have the ones too shaken to do it at least be able to back up into firing at whoever chased the ones that went through the enemy and vice versa.
#131
Posted 09 June 2014 - 02:31 PM
Now granted, this one scenario was a bit on the silly side. but i think i demonstrates that something could use a tweak... something to take the Noob LRM spammers off the board and leave the real fire support mechs as a very viable, capable option. i have no insight into what the best option would be.
With that said I consider myself a low-mid level player. I play mostly brawlers. i do well, from time to time. And i generally have no problems getting around with LRMs flying everwhere. Just hide, or hug the D-DC. stick together, and turn down the suck...
i would rather see them stay as is, barring the occiasional LRMfights in which i just play the somewhat bored body-guard, than for them to get tweaked too far one way or the other. same thing goes for poptarts and the Dual ac20/guass jagers. They have weaknesses, just learn to get around them. (more often than not, it is probably best to literally GET AROUND THEM)
Edited by KamikazeRat, 09 June 2014 - 02:32 PM.
#132
Posted 09 June 2014 - 02:47 PM
KamikazeRat, on 09 June 2014 - 02:31 PM, said:
This is not a failure of the counter measures vs LRMs but a failure of you and your teams awareness of the battle field.
Once you are in cover. Do not stop looking around.
Light mechs in the smaller maps like river city can flank you're team within seconds of the match starting.
The Tag laser is a massive shout out "hey i am here guys!" It gives away the position of anyone using it. Any incoming fire to the spotter will make him break tag and run away.
Also the kind of cover you want to be in needs to be at lest 2x higher than most medium to heavy mechs to be effective.
Edited by Jonnara, 09 June 2014 - 03:14 PM.
#133
Posted 09 June 2014 - 03:17 PM
Joseph Mallan, on 09 June 2014 - 09:57 AM, said:
Drag point and click
vs
Point Click and drag
I do this all day long posting on this forum! Is that "skill"???
I laughed... and a lot!
#134
Posted 09 June 2014 - 03:25 PM
i was citing the example(albiet a silly example) as a demonstration that LRMs aren't usually filling the fire support role as they should be. and perhaps, we all shouldn't poo-poo a tweak, but i would rather them stay as is, than to get tweaked too far one way or the other and have people either stop using them, or the other direction of everyone fielding LRMs
#135
Posted 09 June 2014 - 03:29 PM
Walk a mile in another man's shoes.
Yada yada golden rule etc.
Do people's parents not teach them this crap any more?
#137
Posted 09 June 2014 - 03:59 PM
#138
Posted 09 June 2014 - 04:07 PM
Kyle Wright, on 09 June 2014 - 03:59 PM, said:
welcome to the internet?
#139
Posted 09 June 2014 - 04:14 PM
KamikazeRat, on 09 June 2014 - 04:07 PM, said:
Lol, I know right was kind of asking for that one. Just reminds me of the 3rd Austin Powers movie when Goldmember ask if he wants a smoke and a pancake... then finally goes then there is no pleasing you Mr. Powers. I feel that's a lot of why the community has left because all of the vitriol.
Not to get religious on anyone but it's like the serenity prayer... God grant me the serenity to accept the things I cannot change. The courage to change the things that I can. And the wisdom to know the difference...
#140
Posted 09 June 2014 - 04:44 PM
Can some computer science guy tell how this is more efficient than a simple ballistic trajectory routine?
If I am using cover as everyone says I should, why should I take damage from an unguided missile that will not stop until it hits something other than the ground? Zero skill was used for that damage. Many assaults on caustic cannot achieve sufficient lateral movement in reverse to move out of the way when the missiles follow the terrain down the caldera.
Edited by Spheroid, 09 June 2014 - 05:34 PM.
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