Edited by H Seldon, 19 June 2014 - 03:56 PM.
It's Time To Do Something About Lrms
#121
Posted 19 June 2014 - 03:55 PM
#122
Posted 19 June 2014 - 04:00 PM
Silverlance, on 18 June 2014 - 01:51 PM, said:
Until 30 minutes ago I smiled about you. But now **** just got serious. We waited 13 mintues doing nothing else than watching lrm go up and down, then we stormed in and won. Fun... NOT. God that was even worse than being stomped. Nerf the **** out of them and jumpjets and lets see where the meta goes to.
Edited by JohnnyWayne, 19 June 2014 - 04:01 PM.
#123
Posted 19 June 2014 - 04:54 PM
Blue doqyn, on 19 June 2014 - 03:51 PM, said:
So what you are trying to say is that even though I am doing less pew pew or dakka dakka It will still help my TEAM win?
#124
Posted 19 June 2014 - 08:58 PM
MWO, "The thinking persons shooter". It really isn't
#125
Posted 19 June 2014 - 09:26 PM
#128
Posted 19 June 2014 - 10:28 PM
I no longer feel that arty and airstrikes are worth taking unless one has 3 or 4 module slots, even then I will take only one or the other.
LRM's are not viable in solo drops unless one is sucked into beginners range games.
LRM's when part of a dedicated well played premade might make things rough for average solo players.
Congrats PGI there are three systems you have nerfed into practical uselessness at any skill level above the cadet/beginner/underhive category player..
#129
Posted 19 June 2014 - 11:14 PM
MischiefSC, on 18 June 2014 - 10:13 PM, said:
You're trying to make false comparisons between LRMs and other weapons. You can't - they have a few unique factors. Which is great! They should! They need indirect fire. They're pretty well balanced. IS LRMs are very well balanced.
Clan LRMs though are too fast and focus too tight.
They actually fire at the same speed and clustering as a small-tube IS LRM launcher. People normally lob shots out of 10,15,even 20 tube hardpoints.
Try a Cataphract-2X with it's 4-tube hardpoints and you get... well, very similar results to Clan launchers. They are also tremendously vulnerable to AMS fire- dual AMS + overload will cancel out pretty much every Clan launcher on the field, never mind the Kit Fox.
Did I mention there's plenty of dual AMS 'Mechs from the Atlas-K, down through the freebie Thunderbolt and humble Locust out there that can thereby ream Clan LRMs utterly? Try it some time. It's hilarious, long as you're not the one using LRMs.
Edited by wanderer, 19 June 2014 - 11:14 PM.
#130
Posted 20 June 2014 - 01:32 AM
If you are in a safe place the best thing you can do is power down your mech. While powered down LRMs cannot lock on to you (excluding them being close enough to pick you up with bap) This works while under a UAV or even while narced. No signal to lock onto means people like me cannot fire indirectly at you.
#131
Posted 20 June 2014 - 01:41 AM
Varik Ronain, on 20 June 2014 - 01:32 AM, said:
That's because none of them use LRMs. not because they have some super 1337 skillz.
#132
Posted 20 June 2014 - 02:20 AM
Kilo 40, on 20 June 2014 - 01:41 AM, said:
That's because none of them use LRMs. not because they have some super 1337 skillz.
They aren't used in competitive matches because LRM's are not useful against coordinated teams of players who know how to use terrain for cover.
If by "super 1337 skillz" you mean the ability to completely negate LRM's without using all the countermeasures, then yes they do have super 1337 skillz.
I guess i must have the same skills too actually as i'm rarely bothered by LRM's, but i only drop in PUG's and i'm certainly not high ELO...maybe mid ELO range. So if someone is getting killed by LRM's they are not good players and are low ELO, there is no other explanation. Maybe they need to practice more instead of running to the forums to try to get an already very situational and generally bad weapon nerfed more.
Once you know the maps you will be able to travel without "hiding" and will wonder why you ever felt the need to equip ECM, AMS, or any other countermeasure. But just like any other skill it may take time to learn.
#133
Posted 20 June 2014 - 02:24 AM
#134
Posted 20 June 2014 - 02:34 AM
No dropweight limits -> masses of heavy and assault LRM-boats -> masses of LRMs -> masses of slow and easy to hit targets -> no AMS -> PROFIT $$$
#135
Posted 20 June 2014 - 02:51 AM
JohnnyWayne, on 20 June 2014 - 02:24 AM, said:
A big reason for the LRM hate is most people dont even know they are narced unless they are in a premade and on teamspeak. Sometimes the best answer is to simply power down your mech really.
#136
Posted 20 June 2014 - 08:22 AM
Wolfways, on 20 June 2014 - 02:20 AM, said:
If by "super 1337 skillz" you mean the ability to completely negate LRM's without using all the countermeasures, then yes they do have super 1337 skillz.
I guess i must have the same skills too actually as i'm rarely bothered by LRM's, but i only drop in PUG's and i'm certainly not high ELO...maybe mid ELO range. So if someone is getting killed by LRM's they are not good players and are low ELO, there is no other explanation. Maybe they need to practice more instead of running to the forums to try to get an already very situational and generally bad weapon nerfed more.
Once you know the maps you will be able to travel without "hiding" and will wonder why you ever felt the need to equip ECM, AMS, or any other countermeasure. But just like any other skill it may take time to learn.
They aren't used competitively because jump sniping is way easier than coordinating spotters running tag/narc/etc..
My point was that "really competative players" aren't super skilled, its just that they always play in groups who all use the exact same weapons and tactics.
Also just to be clear, I know how to avoid lrms, that's because I run lrms. I also know how to avoid jump snipers as well. I was in no way saying lrms are op.
#137
Posted 20 June 2014 - 09:23 AM
Lyoto Machida, on 19 June 2014 - 01:04 PM, said:
My IS Artemis LRM-15 sits at 37.77% but my new Clan LRM-15 (no Artemis) sits at 40.92%.
For me it's a playstyle thing. Clan Mechs are faster and more maneuverable than their IS counterparts (except for lights, but those are typically spotters not LRM boats) so it's easier to get them into proper position to fire. I'm also carrying a nearly full payload of other weapons along with the LRMs, so I spend more effort getting into position to use those weapons as well.
Basically, it's just proving to me that what I've thought all along is true. LRMs shouldn't be used as stand-off weapons from behind cover. They're approach weapons and brawl support weapons. If you're using them at range from behind a hill, you're a waste of Mech space on your team.
The problem is that most IS missile Mechs can't carry enough of them and still carry a good payload of other weapons so they get boated, and boated poorly. Clan Mechs encourage you to use LRMs the way you should have been using them all along - as just another part of your arsenal, not as the focus of your entire Mech.
#138
Posted 20 June 2014 - 09:42 AM
#139
Posted 20 June 2014 - 10:04 AM
lockwoodx, on 20 June 2014 - 09:42 AM, said:
You cant even give a reason or even explain your position on this. You just QQ and beg PGI for even more nerfs. I mean seriously?! You are fine with all the front loaded damage that poptarting can do to you with out a screaming warning or a lot of time to find cover?
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