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Lrms Need To Be Nerfed


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#321 Lynx7725

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Posted 16 July 2014 - 09:04 PM

View PostThunder Child, on 16 July 2014 - 08:59 PM, said:

Actually.... I just thought about it. LRMS need to be nerfed now. My 6 UAC5 Direwolf demands it. Seriously, it's the only mech that has trouble with the damned things.

Shrug. Go ahead.

Frankly, at end of day, it's about adaptability. Make changes to LRMs, people who can adapt will and continue to play and have fun and probably do well. People who can't will still come here to complain.

FWIW, I played LRM specialist for the longest time. Then I went on to have a blast with my Miffed Kitty Splat Timber Wolf build (I do quite decently in that) and later my Splat Summoner. Now I'm working on long-range fire support build which I've never tried seriously before, and I'm doing... ok. Not great, but I'm learning.

I now have experience in three of the more common playstyles in MWO. My experience in these areas help me adapt and overcome the issues that PGI game adjustments may bring. Those who insist on playing one playstyle and refuse to adapt will eventually be obsoleted by changes.

#322 Bhael Fire

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Posted 16 July 2014 - 09:12 PM

Here's the ugly truth about "weapon balance" complaints — some players can not accept the fact that other players might actually be better than them. It creates discomfort in their butt regions...for some reason. Not sure why...but it does.

In their agony, many of these inflicted players turn to the forums for relief...the burning sensation is overwhelming. Surely there must be some relief that will quell the burning butt pain that has consumed these people? Right?

Yes.

Yes there is...but the advice comes at odds...and is usually met with anger and fear...and is usually scoffed at...

This advice is...


L2P

Edited by Bhael Fire, 16 July 2014 - 09:14 PM.


#323 Johnny Reb

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Posted 16 July 2014 - 09:16 PM

View PostBiaxialrain, on 16 July 2014 - 10:02 AM, said:

Can we save the Clan LRMs are weaker than IS LRMs bullshit?

The amount of cockpit shake and sight obscuring explosions are way too much, that is what makes them worse than IS LRMs.

Also, it's a continuous string of LRMs that cause non stop cockpit shake and sight obstruction not one lump sum.

I currently role a 5 lrm5 IS mech, but I really as a lrm pilot I would like it if all cockpit rock was taken away for all weps. Not needed.

View PostBiaxialrain, on 16 July 2014 - 07:42 PM, said:

Clan LRMs, now with no minimum range, what more can they give you for easy mode?

LRMS with IS cluster mode?

edit: if anything really needs to be nerfed its arty and airstrike! Not in damage but in limits used per team per match.

Edited by Johnny Reb, 16 July 2014 - 09:22 PM.


#324 Mazzyplz

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Posted 16 July 2014 - 11:37 PM

matches are now decided at the beginning of the match by number of ECM

since everybody is bringing LRM, nobody will push now, so in the indirect battle the team with more ECM, narc, light spotters - or more LRM will win the match ....
pushing has become LOSTECH! pugs don't know how to push anymore ~ they just stand there flinging lrm even when the battle is being lost!

as a result the battle is won or lost in the first screen! might as well disconnect and save some time while you're at it!
playing a game you know the result of is no fun

the so-called ineptly btw "information warfare" shouldn't be the pillar of the game or the most powerful tactic - it makes for a fixed game like we see here; unless you Force the number of ecm or give ecm to more chassis; but the way you set it up now it's set up to fail basically

the worst part is when i ask a team of perfectly good stormcrows and such why they didn't even try a counterpush - they say "pugs don't often push." like that's some kind of excuse, and it's wrong too btw!

what's the rationale, "oh it's cool we just didnt bring enough ecm/lurm herpderp!" ?

Edited by Mazzyplz, 16 July 2014 - 11:48 PM.


#325 Rando Slim

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Posted 16 July 2014 - 11:55 PM

@Bhael Fire.

But see that's the point man, people like me get so butthurt because LRM PILOTS ARENT BETTER THAN THEM. It feels inherently cheesy or no one would ***** about it. Ever. Getting LRM to death inherently robs you of the feeling of putting your skill level against that of another pilot. Its one thing if you are out of position, its another thing if you are running to cover and somehow the LRMS follow you over a hill and around a corner and blow your leg off and they never saw you and weren't even aiming for your legs. LRMS are punitive against aggressive pilots and they are absolute cheese sauce. They are ******* child's play once you know the cardinal rules of LRMing properly.

Just because you or others brought a radar dep module and pilots some slow ass mech that just sits around all day by a wall or a building under ECM doesn't mean everyone else should or wants to do the same thing. As has been said now Radar Dep modules are MANDATORY in pugging, and if your like me and god forbid you don't have the GXP to get it yet and like to pilot something besides a ******* Timberwolf or an ECM mech then yea, LRMs are a problem. Sometimes people whine because gee theres actually something to whine about and they have no recourse for change other than to speak up. The fact this **** keeps popping up every day should tell you all something. I know how to ******* play, I've played 3,500 matches, am I a top tier player? No, but I'm no scrub either. I'm not an idiot I get what cover is and how to twist away from LRMS but that isn't always an option and a lot of maps have no appreciable cover. Its a problem, I'm going to aggressively say stuff about it, and no amount of passive aggressive internet douche-bag elitism is going to dissuade me. So if your going to tell me "L2P, deal with it". Then I'm going to always counter with "learn to accept and understand that others may have a legitimate point and they are going to keep at it, get over it".

EDIT: and while Im at it I'm going to just throw in that arty/airstrike is complete bull-**** and has no place in this game as it is currently implemented. You should have to have a UAV up and have to use the battle grid to call it in on a coordinate lit up by the UAV. This point and click AC/35s from heaven is nonsense. It isn't tactical, it isn't skillful. Its just bull-****.

Edited by Scrotacus 42, 17 July 2014 - 12:19 AM.


#326 Major Derps

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Posted 17 July 2014 - 12:14 AM

View PostGutterBoy5, on 08 June 2014 - 08:24 PM, said:

OMG

LRMS are fine, actually a good LRMS pilot needs a lot of skill
To combat
ECM
Ams
Terrain
Lights
Slowest moving weapon in the game
Useless under 180 mtrs
Heaviest ammo use
In coming missile warning
Should I go on, don't blame LRMS ..

ITS YOU ,LEARN YOU USE ABOVE MENTIONED THINGS

& before you got to the written by a LRMS lover , I use all types of combat & prefer brawling . LRMS arnt even a threat many of my brawlers don't even have ams ,it's a waist of tonnage .it's helpful to make it easier to close in on them & tear them apart (within 180mtrs)

Wish we could nerf ppl that whine about LRMS . Much better solution.oh your gonna cry to high heaven when clan LRMS are happening .
All those either running LRMs or defending them, saying "they're fine", or "use cover, ecm, and ams", or mind numbingly "learn to play N00B", are failing to take into account how overused they are.
If 1 mech fits them, fine; piloted correctly it can be an asset to one team, and still dealt with by the other...But it's not just one. You are getting 3 mechs toting 30 and up lrms. You add to that a brutal matchmaker, and a half decent 4 man on a team; and you have yourself a steamroll where the opposite team can do little more than a combined 300 damage. There you have yourself a game breaker.

Edited by Mokey Mot, 17 July 2014 - 12:16 AM.


#327 Aim64C

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Posted 17 July 2014 - 12:20 AM

View PostAresye, on 16 July 2014 - 07:17 PM, said:


Not entirely, because ever since the radar deprivation module came out, I've had zero issues with LRMs. If I end up caught in the open, it's my own fault. If I don't stay with the ECM mech, it's my own fault. If I get narced or tagged, it's my own fault.

Getting hit by 60-80 LRMs while behind cover after firing a single shot around the corner, and some dude with advanced target decay got the red dorito for a split second for him and his buddies? That's a different story.

How exactly would it be considered that I'm playing the game wrong when I stick close to cover and don't venture out into the open? Am I be penalized by some magical ability for the missiles to still home on me without anybody or anything having LOS?


You aren't playing the game wrong when you die.

The fact of the matter is that the indirect and latent homing of missiles is somewhat necessary for the game to make any kind of progress at all. Without it, there would literally be zero reason to have any kind of missile support (there really isn't a reason, currently).

The alternative would be missiles that need to move - much - faster.

I've actually proposed overhauled missile mechanics several times - but it's pretty pointless since it gives Streak LRMs a purpose and would place more burden on acquiring the lock than on staring at the enemy while the missiles take the recycle time of a gauss rifle to reach their target (assuming I'm going for some range - which is why I usually reserve targets for 300-500 meters). It would also get rid of the idea that SRMs are rockets and differentiate between Streaks and standard SRM varieties properly.

It's really pretty simple. For LRMS, when the button is held, each tube begins to 'roll' with the percentage of 'lock' success of each roll determined by range, presence of TAG/NARC/BAP/ARTEMIS - perhaps environmental factors could be included in there as well. Some manner of indication is given to the pilot as to the status of overall tubes that are locked. When the button is released - all missiles fire. Those that are locked cruise in an arc to the target before terminal guidance kicks in like streaks and guides to hitboxes (again determined by other factors - an Artemis system illuminating the target during terminal guidance decreases the 'spread' as would a TAG or NARC system illuminating the target). Missiles that are not locked would cruise to the location where the target was when the missiles were fired.

Streak LRMs, therefor, would only fire locked missiles - be it 2/40 missiles or 40/40 missiles.

SRMs behave much the same way - except they are always attempting to lock onto a target once it enters within range - the percentage of locked tubes corresponding to the loudness of a 'growl' (think the way the sidewinder missile indicates the strength of an IR source it is locked onto). SRMs guide to the target like current streak SRMs do if they are locked - the others just whiz off (possibly in random directions). Streak SRMs, therefor, would only ever launch locked missiles.

What all of this means is that the longer you attempt to acquire a lock - the closer to 100% you get. Committing less time to a lock will statistically mean less efficiency. Streaks simply allow one to remain efficient with ammo even if the salvo is substandard.

I actually argue that missiles should behave according to ballistics. A missile should launch, accelerate, and attempt to guide to its target regardless of the range involved (you can try to fire at a mech 5 kilometers away, if you want) before dropping into the ground. There would be no automatic self-destruct after a certain length of time. Perhaps you could hit a target well outside of the effective range (particularly if you have the high ground) - perhaps you wouldn't. The same would go with SRMs - although they would have a finite range at which they begin attempting to lock (but a target fleeing out of range may not be completely safe from the missiles that were already locked).

Quote

What exactly constitutes the "open?" I'd always assume that the open meant the open areas of a map, but according to pro-LRM logic here: Any missiles fired at you = open. So half my torso barely peaks around the corner for a split second and 3 LRM boats fire at me. Is that me being in the open? Had I made some grievous tactical error by deciding to peek around the corner and look for where their team is?


A lot of the problem here is that the game is designed to be Team Solaris. You're boxed into a very small space with nowhere to go and nothing to do but shoot at other mechs.

A lot of the 'grand balance' of weapons is broken without more diverse and expansive battlefields. Light mechs lose their role as scouts and vehicle harassers (shouldn't they be able to go blow up the field artillery that has to be within 10 kilometers, or so, of where you are to provide support?).

Of course - if we start to entertain these notions, the idea of a "match" drops away and we must look at more persistent server environments (such as the "Marathon" matches that were held for C&C Renegade or the persistent sandbox servers of DayZ and other interesting survival games coming out).

And that is so far and away from the alpha we are playing right now that it's discussing a different game model, entirely.

Which is why MWO will never feel right. Battlemechs were not designed to simply shoot other mechs.

But, I suppose more to the point - if the game were constructed properly - "peek and shoot" would not be how one plays the game - it would be a tactic within the game. As of right now - it's really the only way to play the game. Which, you're never going to get away from the concept of cover and concealment - but there's a lot of focus on insta-damage, snap-shot reactions that leaves a somewhat hollow and frustrating 'dakka-dakka/pew-pew' experience.

Quote

I'm not against LRMs...at all. I just think the whole, "missile homing despite no LOS," bs was simply...bs, and the common phrase of, "Don't be in the open," came off as a little bit insulting whenever it was said. I mean, what "should" I have done? Not peeked around a corner? Sheesh. According to the LRM fans I should never, ever show myself to them. I should just hide behind a rock and never peek out for the entirety of a match.

Radar dep was a godsend to the game, because now I'm legitimately doing something stupid when I get hit by them, and it's less frustrating knowing that.

It also tells me that you either used NARC, a good spotter, or UAV to take me out, which actually makes your claims of, "LRMs require a lot of skill," actually have merit. For everybody who rages about how radar dep ruined the game for missiles, all that means is your entire success with missiles relied SOLELY on target decay to AVOID having to use teammates and/or other mechanics to hit mechs. Now that your precious (and BS) mechanic has been taken away, now you actually have to USE your team. Go figure.


To be fair - the existence of Artemis pretty much invalidates this principle.

While I do believe that team locks need to be put into some check (in my proposed system, it would decrease the per-roll lock success percentage - therefor increasing the half-life of the lock for the missile battery) - the idea that missiles are supposed to be some kind of team reliance weapon is just silly.

Why do I need to rely on someone else to be able to do damage to your mech?

Consider there is an AC40 jaeger on the other side of a building. You know it is there. Your team knows its there, and you also know that it would be stupid to accept the attrition of storming around the corner to kill it (and also enter into the fatal funnel of fire from a team that is likely reinforcing him).

For me to be effective with my missiles (let's say I know the missile fall angle will take it just over the top of the cover he's using) - I have to wait for someone with TAG or a NARC to walk into sight of his guns before I get the -chance- to fire on his position?

Or - let's say I'm doing this on my own - I have to chase him around the corner of the building just to keep him from breaking LOS halfway through the missile trajectory?

At that point, the only thing I'm "good" for is to simply fire missiles to make him move or accept attrition. The only time I will ever do damage is if I'm next to point blank into an enemy, they let me sit there and shoot at them over an open expanse, or they accept the attrition of my missiles.

I mean - who is lining up to play that role?

Which is why I say that the burden needs to be shifted onto acquiring the lock in the first place. This gives a bit of opportunity to 'peek and shoot' while not completely rendering missiles ineffective at dealing with intermittent targets (since the lock is pretty much set in stone once the missiles are fired - no new locks, no dropped locks - the longer you hold the lock button - the more missiles lock but the more likely your contact drops away; the shorter you hold down the lock button, the more missiles you waste when you release to launch).

But, like I said, at this point I'm describing a different game.

#328 Rando Slim

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Posted 17 July 2014 - 12:23 AM

I wouldn't care so much if they made LRMs strictly a line of sight weapon like everything else. Except in cases of NARC.

Edited by Scrotacus 42, 17 July 2014 - 12:32 AM.


#329 Haakon Magnusson

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Posted 17 July 2014 - 12:50 AM

I guess your biggest problem would be when you are swarmed by 8-10 lrm launchers from a side. And the fact that LoS in regards to missile reachability rests with you (cover, since you can't be 100% certain an ecm light isn't eyeballing your six and possibly can't eliminate it)
Although once you see that missile alert pop-up, usually you can find cover/ecm, those times when you can't, it sucks. It is exactly like taking a corner to an ac40 (which incidentally also causes many tears)

If you nerf their damage to all, they will remain even remotely usable only in HUGE swarms. Hence, no one will use them, since they can't be sure others bring them in significant amounts to matter and everything else just is more damage. Great, another command mod.. err flamer to inventory.


Only situation I'd support some sort of nerf, is when a player is being swarmed by no direct los missiles in large numbers (3x lrm60 etc)
Reduction in damage by some scale in relation to number of missiles raining down, by all indirect firing missiles (Leave direct fire / dumb fire out)
But I doubt cryengine will make this possible(?)

Edited by Haakon Magnusson, 17 July 2014 - 12:51 AM.


#330 Widowmaker1981

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Posted 17 July 2014 - 01:22 AM

seriously, LRMs are not much of a problem. i almost never mount AMS, dont own a single ECM capable mech, and die to LRMs at most 10% of the times i die, probably closer to 5%. The times i do mess up my positioning in a Dire Wolf and get caught by an LRM rain, its incredibly annoying, because there was nothing i could do. but it was MY FAULT, and im annoyed with myself.

Positioning and battlefield awareness are at least as important as aiming reflexes, if not more important, and if you think that using cover and patience instead of charging in for the messy brawl at the start of the match is boring and it shouldn't be allowed to happen, you are playing the wrong game. Go play Unreal Tournament, you'll prefer it.

View PostScrotacus 42, on 17 July 2014 - 12:23 AM, said:

I wouldn't care so much if they made LRMs strictly a line of sight weapon like everything else. Except in cases of NARC.


please, examine that statement.

why would ANYONE use them, unless they had the IQ of a piece of mouldy cheese, if they could only fire direct, given that lasers and autocannons are vastly, vastly better in the direct fire role.

Edited by Widowmaker1981, 17 July 2014 - 01:23 AM.


#331 Galenit

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Posted 17 July 2014 - 02:03 AM

View PostScrotacus 42, on 17 July 2014 - 12:23 AM, said:

I wouldn't care so much if they made LRMs strictly a line of sight weapon like everything else. Except in cases of NARC.

But then make it like tt that all missiles including srms from all over the map autoaim and lock on that narc.

I bet you would moan more like now, if you are narced and your enemy just need to fire their missiles in the air to hit you, your enemy just need to fire their srms in 270m range in to the air and they will lock on and hit you if you are narced.

Are you sure, that you want that?

Edited by Galenit, 17 July 2014 - 02:04 AM.


#332 CMDR Sunset Shimmer

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Posted 17 July 2014 - 05:13 AM

View PostWidowmaker1981, on 17 July 2014 - 01:22 AM, said:

seriously, LRMs are not much of a problem. i almost never mount AMS, dont own a single ECM capable mech, and die to LRMs at most 10% of the times i die, probably closer to 5%. The times i do mess up my positioning in a Dire Wolf and get caught by an LRM rain, its incredibly annoying, because there was nothing i could do. but it was MY FAULT, and im annoyed with myself.

Positioning and battlefield awareness are at least as important as aiming reflexes, if not more important, and if you think that using cover and patience instead of charging in for the messy brawl at the start of the match is boring and it shouldn't be allowed to happen, you are playing the wrong game. Go play Unreal Tournament, you'll prefer it.



please, examine that statement.

why would ANYONE use them, unless they had the IQ of a piece of mouldy cheese, if they could only fire direct, given that lasers and autocannons are vastly, vastly better in the direct fire role.


He means if they were line of sight locking.

Think SSRM's, but applied to LRM's... SSRM must achieve lock to fire, and you CAN aquire lock with SSRM's on a target that's out of line of sight, but you're not going to hit are you? because that target has taken cover out of the way of said lock.

The fundimental issues with LRM's as it currently sits, is that if I hide behind a building that is SIGINIFIGANTLY taller than my mech, I should not have to worry about incomming LRM's being a serious issue, I've taken cover and am out of not only site, but the path of the missiles. I cannot count the number of times I've taken cover, and been absolutely DESTROYED by missiles that somehow, magically still had lock despite being deep in a city behind 20+ story buildings.

THAT is the fundamental issue at play with LRM's currently. And why they should be primarily a LOS locking weapon.

#333 Widowmaker1981

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Posted 17 July 2014 - 05:20 AM

View PostFlash Frame, on 17 July 2014 - 05:13 AM, said:


He means if they were line of sight locking.

Think SSRM's, but applied to LRM's... SSRM must achieve lock to fire, and you CAN aquire lock with SSRM's on a target that's out of line of sight, but you're not going to hit are you? because that target has taken cover out of the way of said lock.

The fundimental issues with LRM's as it currently sits, is that if I hide behind a building that is SIGINIFIGANTLY taller than my mech, I should not have to worry about incomming LRM's being a serious issue, I've taken cover and am out of not only site, but the path of the missiles. I cannot count the number of times I've taken cover, and been absolutely DESTROYED by missiles that somehow, magically still had lock despite being deep in a city behind 20+ story buildings.

THAT is the fundamental issue at play with LRM's currently. And why they should be primarily a LOS locking weapon.


i see this ALL the time. its not true, any vertical building that is 1.5x the height of your mech or better (LOADS of buildings) will block LRMs, but you have to be humping the building, just having it between you and the launcher is not enough.

The only maps with a shortage of LRM cover are alpine and caustic, and tbh thats made up for by HPG and crimson straight where you can hide under a roof all game and be 100% immune to them.

#334 CMDR Sunset Shimmer

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Posted 17 July 2014 - 05:35 AM

View PostWidowmaker1981, on 17 July 2014 - 05:20 AM, said:


i see this ALL the time. its not true, any vertical building that is 1.5x the height of your mech or better (LOADS of buildings) will block LRMs, but you have to be humping the building, just having it between you and the launcher is not enough.

The only maps with a shortage of LRM cover are alpine and caustic, and tbh thats made up for by HPG and crimson straight where you can hide under a roof all game and be 100% immune to them.


And I can tell you, I've been shot, OVER BUILDINGS, across the river in River City. From the two starting spawn points in conquest. I've had it happen a multitude of times, I've also watched missiles fly over the central building at the middle, and track over the building and down like it was terrain.

I will agree with you about the maps without and with heavy cover however.

#335 Zerberus

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Posted 17 July 2014 - 05:41 AM

View PostMokey Mot, on 17 July 2014 - 12:14 AM, said:

If 1 mech fits them, fine; piloted correctly it can be an asset to one team, and still dealt with by the other...But it's not just one. You are getting 3 mechs toting 30 and up lrms. You add to that a brutal matchmaker, and a half decent 4 man on a team; and you have yourself a steamroll where the opposite team can do little more than a combined 300 damage. There you have yourself a game breaker.

And the differnce between this and 4 mechs running meta in end effect is supposed to be what? OH, right, because they`re "only" used for indirect fire and spread damage, they`re less skill than jump, point, click, overheat....

Also, you are aware that there are absolutely no groups in the solo queue anymore, right?? So, since you`re obviously talking about an IMBA 4 man dominating the group queue, what exactly is stopping the 12 man groupstompers everyone is whining about from doing the exact same thing if it`s so unbelievably effective and OP?

Aside from the fact that it just flat out isn`t, of course. Because OP is apparently when nobody good uses them, the part of the community who`s playing prowess is generally regarded as questionable refuses to mount counters but whine on the forums instead, and the people absolutely trying to be the best they can be don`t even look at them twice. :(

View PostScrotacus 42, on 17 July 2014 - 12:23 AM, said:

I wouldn't care so much if they made LRMs strictly a line of sight weapon like everything else. Except in cases of NARC.

So, in other words, remove them completely, because by the time the missiles get there every remotely intelligent person that took lasers or ACs instead will have completely shredded teh LRM mech and moved back into cover.

Unless they get the speed of the gauss, which considering they`re rocket propelled would make sense....

OH, but WAIT!! Then they would actually WORK WELL for direct fire, just as well as lasers and PPCs, despite needing a lock first and a target stupid enough to stand still. And lock on weapons are still no skill, right? SO targeting will have to be removed, right? Making them just another autocannon for the people that can`t be arsed to think farther than Duck Hunt Online.

Stupid idea is stupid no matter how you spin it.

Edited by Zerberus, 17 July 2014 - 05:54 AM.


#336 Widowmaker1981

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Posted 17 July 2014 - 05:46 AM

View PostFlash Frame, on 17 July 2014 - 05:35 AM, said:


And I can tell you, I've been shot, OVER BUILDINGS, across the river in River City. From the two starting spawn points in conquest. I've had it happen a multitude of times, I've also watched missiles fly over the central building at the middle, and track over the building and down like it was terrain.

I will agree with you about the maps without and with heavy cover however.


and *i* can tell you that if a building is taller than my mech, im touching it, and the LRM launcher is on the other side of the building (distance not relevant) i will not get hit, ever, and i can look up and watch the explosions on the roof. every time. I think you are standing near the building and expecting it to work, but you need to be touching the building. it does also need to have vertical sides, little outcrops near the base that prevent proper building humping will get you hit.

Edited by Widowmaker1981, 17 July 2014 - 05:48 AM.


#337 Nicholas Carlyle

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Posted 17 July 2014 - 05:46 AM

Know what I keep seeing from the posts about how LRMs are overpowered?

Panic.

You panic, and you die.

The problem with PPCs and Gauss Rifles is they don't give you time to panic, they just kill you. You get no warnings, no real shake, no swarm of missiles slowly making their way towards you...they just put 35 damage into your torso and kill you.

So what do you do with LRMs? Take a deep breath.

Now keep in mind, I can't save you if you wandered out into the middle of nowhere, and you are 600m away from cover. That was YOUR bad, and if it wasn't LRMs, it would be any other weapon carving you up.

But if you are near cover, and playing properly...take a deep breath.

Even those of us who don't complain about LRMs have been caught out of position.

My most recent time, I was on Crimson Strait, I was chasing someone out from under the garage and he went water. I stepped out into it to finish him off. And then I realized my mistake as I started getting missile warning.

I was definitely out of position and started getting the LRM shakes.

The thing with LRMs is...they spread damage and don't do a ton of damage at once. Even if you have 3 people launching at you.

So I immediately start twisting and bunny hopping to spread damage out. I'm just going from yellow to orange armor at this point. Then I take my deep breath, and just start moving towards the boat and I wedge myself next to it.

It broke LOS, it didn't protect me from every LRM, as someone had a better angle. But it gave me a moment to reassess.

At which point I just moved back under the garage.

In the end, I didn't have AMS and I didn't have ECM and I made a blood thirsty tactical mistake.

But instead of derping and dying, I used the available tools at my disposal and survived.

I understand the panic is hard to overcome for some people, but you can't let it rule you.

#338 Lynx7725

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Posted 17 July 2014 - 08:15 AM

Uh.

On the subject of cover, I think there's a little gap in understanding. So I'm giving away some trade secrets..

Posted Image

What is considered cover against DF weapons may not count against LRMs; this is especially true in cities and when you've been NARC'ed or TAG'ed; missiles will track better against you and can, under the right circumstances, turn corners. Also remember that missiles deal in three dimensions, so as they rise and fall their pathing is very different.

LRMs can only really clear high buildings when they are fired fairly far away; about 500+m if I'm not mistaken. Their trajectory is a lot flatter closer in.

And then, there's this little gem:

Posted Image

It doesn't always happen, but happens often enough. It only works under certain fairly tight circumstances but does happen in battle. I can't replicate this in Testing ground because it sorts of requires the target to cooperate a bit.

The curve isn't that drastic but depending on the height the LRMs were at when reacquired can be quite.. shocking. It can end up going around some tall cover. I can't get the curve right; I'm a LRM Specialist, damnit, not a MS Paint Artist. :(

EDIT: Writing this, it occurred to me that perhaps a lot of players are too used to thinking in two-dimensional DF approach. LRMs deal in three dimensions, so some of the defensive tactics used against DF doesn't work too well.

Edited by Lynx7725, 17 July 2014 - 08:19 AM.


#339 Nicholas Carlyle

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Posted 17 July 2014 - 09:11 AM

I really hate this post Lynx, because it doesn't account for a lot of things.

It's not like the movie Wanted where they can twist their wrists to make a bullet curve around objects.

Every time an LRM curves around a building, it's mostly by accident and not with any proper planning.

On top of that it doesn't account for the size of the building, or Radar Deprivation.

Just a really poorly thought out post altogether.

Edited by Nicholas Carlyle, 17 July 2014 - 09:11 AM.


#340 Lightfoot

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Posted 17 July 2014 - 09:41 AM

Sorry. They took my Gauss Rifle away and left Duke Nukem's Sniper Rifle in it's place. I guess the Gauss was skilless too? Then they took my PPCs away too. They were skilless too? Now LRMs are so skilless they must be removed by even more new nerfs?

Do you see a pattern here?

Truth is the game was at it's best balance point in April 2013. Everything had a counter-balance and was working close to Battletech descriptions and in line with previous MechWarrior titles. MWO was not slanted to one playstyle, (currently brawling ACs and Lasers). You could brawl, range, or LRM and only the map terrain could determine the advantaged weapon type.

The nemesis of LRM's are PPCs and Gauss Rifles. All the weapons have a counter-weapon. You can't say I want only brawling ACs and Lasers and I don't want Gauss Rifles interfering because then you get what Gauss Rifles were holding back.

Anyway, the nitty gritty is that LRMs are for controlling and denying the open areas of the map. Gauss Rifles and PPCs are for reaching across the open areas to attack the LRM support mechs. Short Range over-powers all Long-Range, but must get to optimal ranges to do so. So you might frequently end up blocked or empowered depending on what you brought and where you are. It makes more sense when you know what the Map Terrain will be when you select your Mech.

Edited by Lightfoot, 17 July 2014 - 09:53 AM.






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