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It's Time To Do Something About Lrms


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#81 Galenit

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Posted 19 June 2014 - 04:56 AM

I dont want to spend 2 tons for ams, the ams pod sucks, ....
and i will cry and scream and roll on the floor until they nerf the vulnerability i choosed !

Edited by Galenit, 19 June 2014 - 04:56 AM.


#82 Mechteric

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Posted 19 June 2014 - 05:03 AM

go get Radar Deprivation module, then laugh at LRMs as you duck behind cover and they instantly lose track



I will say though that I didn't realize how much faster Clan LRMs travel, they should probably (and will probably) bring the speed down to the same as IS LRMs.

#83 Kitane

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Posted 19 June 2014 - 05:24 AM

View PostKampfer, on 19 June 2014 - 04:14 AM, said:

Too all the people who say LRMs need a buff, please play a light mech without ECM for an entire day. Then get back to us. Getting caught in the open for 3 seconds on a map without cover and you'll see just how devastating they can be to a light mech.
When an entire team is shooting LRMs at your light mech with barely 200 armor you won't think they are as broken as they are.


Go play a LRM boat and spend some "fun" time lobbing missiles at light mechs in the open, please.

#84 Wildstreak

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Posted 19 June 2014 - 05:36 AM

Amazing conversation especially this item.

View PostOneEyed Jack, on 18 June 2014 - 02:58 PM, said:

I agree, it is about time to do something about LRMs. The number of counters has gotten out of hand, and it really needs to stop. The entire class of weapon shouldn't simply be useless in high-level play, and PGI needs to do something about this right now!

:)


#85 AlmightyAeng

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Posted 19 June 2014 - 05:40 AM

View PostLevi Porphyrogenitus, on 18 June 2014 - 02:09 PM, said:


Clans are great so far. My Wolverine, Stalker, Atlas, etc., love munching on them.


Agreed!...that said I wonder what it'll be like when they're elited and people aren't trying out jokebuilds.

#86 Gambino87

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Posted 19 June 2014 - 05:40 AM

View Postzortesh, on 19 June 2014 - 03:24 AM, said:


That blr build does have ghostheat +6 for every volley you fire, which is amanageable, but the stalker 3h can do volleys of 50 for no ghost heat, and so manage to continuously fire 50 volleys.

2x20 2x5. no ghost heat, all lrms are linked for ghostheat cept the lrm 5's... even if ingame tolltip thing doesn't say so.


Ah okay. Thanks for the info!

#87 Sable

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Posted 19 June 2014 - 07:16 AM

Its called AMS. Wasn't quite so important before but you really need to consider integrating it into some of your builds. There's a video on youtube where one team had so much AMS no missiles landed. Here let me find a link for you.



There you go!

#88 Trauglodyte

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Posted 19 June 2014 - 07:52 AM

View PostSilverlance, on 18 June 2014 - 01:51 PM, said:

I know I'm not the only one. But the amount of LRMs before Clan Mechs was bad. Now it's three times as bad. And something needs to be done to quell the amount of mechs allowed into a match that can boat LRM systems and 2-3k+ rounds of ammo.


The irony of this post is that the new module and the same old map designs make LRMs pointless sometimes and nearly broken other times. Then again, how many times do you have to get soaked before you learn to get out of the rain?

#89 Ozeo

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Posted 19 June 2014 - 08:22 AM

After extensive testing with my LRM boats this is what I have come to the conclusion of
C-LRM10
at 250m to target
#1 2.30
#2 2.52
#3 2.47
#4 2.51
#5 2.50
For IS
LRM-10
#1 1.87
#2 1.90
#3 1.89
#4 1.91
#5 1.92
Because of how the clan missiles travel, you only perceive them as faster, when in fact they are moving slower then the IS. I timed from the moment they where shot, to the moment ALL MISSILES impacted the target. This is the drawback of the clan missiles, they come out in a longer stream then the IS ones.
IS missiles are superior.

#90 Dakshinamurthy

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Posted 19 June 2014 - 08:28 AM

It's not that clan lrms are overpowered... it's that the timberwolf is and the matchmaking is broken to the point where even if you choose a mech that everyone else is playing( like the timberwolf) you don't get a longer search time. It's like the game simply stopped trying to matchmake because it realized timberwolf players would be waiting 5-10 mins for a match.

The simple fact is the timber wolf has no discernible weakness, i'm all ears if someone has one. Every other clan mech is either fragile or slow turning like the dire wolf. Combine that with the broken matchmaking system and suddenly it seems lrms are overpowered when really its just that the best clan mech comes with them stock.

#91 DeathofSelf

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Posted 19 June 2014 - 08:30 AM

The screen shake really needs to be turned down

#92 Pygar

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Posted 19 June 2014 - 08:31 AM

@OP: Yes, let's do something about this- like learn how not to die in a fire to a weapons system that isn't good enough to be used in higher end matches. I mean there's only like 9 hundred counters for LRMs and half the maps have places where using them is difficult or even impossible.

But I'm sure you've been told all that like 7.2 billion times by now here on page 5....one thing that certainly shouldn't be done about LRMs is to come here and complain about them for the umpteenth god knows how many times- just to get told the same responses you could have used the forum search feature to find.

#93 AlmightyAeng

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Posted 19 June 2014 - 08:31 AM

Ya know what, you guys just got another module that pretty much negates LRM's if you can use cover with a modicum of skill.

Coupled with the fact that they're already incredibly easy to deal with, what else needs done? I haven't bothered using them as a dedicated weapons system in a long time, 'cause they're not that great to start out.

Edited by Ghost Badger, 19 June 2014 - 08:32 AM.


#94 Butane9000

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Posted 19 June 2014 - 08:34 AM

I'll be honest. Unless you have a good team supporting you with TAG, NARC and spotting while simultaneously boating LRMs in your mech you won't do much. In all of my LRM heavy (mind you not boating, just mainly LRM mechs) I only end up with 200-300 damage a match with no assistance. LRMs right now are arguably the weakest weapon in the game with their heavy reliance on factors outside of the players control (team mates targeting, spotting, NARC & TAG, ECM, New Module, etc).

That being said when you get a heavy LRM team with proper teamplay (spotting etc) it can definitely been seen as over powered.

#95 Xeno Phalcon

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Posted 19 June 2014 - 08:34 AM

View PostCapperDeluxe, on 19 June 2014 - 05:03 AM, said:

I will say though that I didn't realize how much faster Clan LRMs travel, they should probably (and will probably) bring the speed down to the same as IS LRMs.


Unlikely; while clan lrms are faster they ALWAYS fire in a stream making it much easier to spread the damage even if you dont have cover or ams.

#96 Roadkill

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Posted 19 June 2014 - 09:01 AM

View PostMischiefSC, on 18 June 2014 - 05:40 PM, said:

Clan LRMs are too fast - they need slowed down a bit. Not much, just a bit.

Are you sure about that?

I watched a Catapult and a MadCat spam LRMs down range and while they certainly looked different in the air, they appeared to be exactly the same speed.

The Clan LRM's ripple fire (I'm guessing) makes them look faster than they actually are for some reason.

#97 Roadkill

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Posted 19 June 2014 - 09:15 AM

View PostMischiefSC, on 18 June 2014 - 09:54 PM, said:

So every build and every teams tactics (sticking togther to multiply AMS effectiveness) should be driven, every game, by trying to defend against one specific weapon system.

Exactly! Nerf them!

Wait, wut? You're not talking about PPCs? Ah, you're talking about Gauss Rifles then.

No? AC/5?

I'm confused.

#98 Ozeo

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Posted 19 June 2014 - 09:37 AM

View PostRoadkill, on 19 June 2014 - 09:01 AM, said:

Are you sure about that?

I watched a Catapult and a MadCat spam LRMs down range and while they certainly looked different in the air, they appeared to be exactly the same speed.

The Clan LRM's ripple fire (I'm guessing) makes them look faster than they actually are for some reason.


Clan LRM's are actally slower.

#99 CeeKay Boques

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Posted 19 June 2014 - 09:44 AM

I dunno... talk to this guy.

http://mwomercs.com/...49-overpowered/

#100 Lightfoot

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Posted 19 June 2014 - 09:50 AM

View PostGhost Badger, on 19 June 2014 - 05:40 AM, said:


Agreed!...that said I wonder what it'll be like when they're elited and people aren't trying out jokebuilds.


It's pretty good. Players don't understand how to use the extra speed yet from what I have seen. That may take a while with a mouse too.





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