Clan Lrm Minum Range
#1
Posted 02 July 2014 - 11:30 AM
#2
Posted 02 July 2014 - 11:32 AM
#3
Posted 02 July 2014 - 11:37 AM
Xantars, on 02 July 2014 - 11:30 AM, said:
#4
Posted 02 July 2014 - 11:40 AM
#5
Posted 02 July 2014 - 11:41 AM
Xantars, on 02 July 2014 - 11:30 AM, said:
Oh boo hoo. The IS LRMS weep for you.
#6
Posted 02 July 2014 - 12:05 PM
#8
Posted 02 July 2014 - 12:15 PM
#9
Posted 02 July 2014 - 12:17 PM
#10
Posted 02 July 2014 - 12:45 PM
Latorque, on 02 July 2014 - 12:15 PM, said:
Ignore Cover? No. Ignore Concealment? Yes. Know the difference.
Lightning fast for you is 160m/s, meaning between 1 and 8 seconds to target, maxrange 1000m?
For comparison: All lasers. 0 seconds to target. maxrange 180-1800m
For comparison: Gauss rifle, 2000m/s, .00000000000000x-1 seconds to target, maxrange 2000m+
For comparison: Lightning, 0 seconds to target, range 0-25000m.
So if anything here is even remotely comparable to lightning, it`s lasers. If anything with a projectile is comparable, it`s teh gauss by a large margin. Not some piddly slowass firecracker that moseys along at barely over 300 MpH.
Autoaim: Oh, the locks just magically appear? I must try that some time....
And the best countermeasure is still intelligent play instead of running around like a beheaded chicken
#11
Posted 02 July 2014 - 12:47 PM
Latorque, on 02 July 2014 - 12:15 PM, said:
LMAO what game are you playing??? I want those missiles on my mech!!!!!! LRMS are soo underpowered its not even funny to joke about it....
Edited by mogs01gt, 02 July 2014 - 12:48 PM.
#12
Posted 02 July 2014 - 01:48 PM
#13
Posted 02 July 2014 - 02:34 PM
1. The reducing damage down to 0 damage at 0 range is fine, but I bet it will be controversial anyway.
2. I think LRM's should not lock on below 180 meters, but should go into direct fire mode and fly out like SRM missiles. In fact I would love it if IS mech LRM's could do the same thing if you don't have a lock. Granted, for an IS mech a shot at 120 meters is pointless, but a shot at an ECM mech at 250 meters without a lock in direct fire mode could be better at making ECM not be so damned effective.
3. Don't give the clan LRM's this ability at all. I think LRM's are fine wiht a 180 meter minimum range.
Edited by Hans Von Lohman, 02 July 2014 - 02:36 PM.
#14
Posted 02 July 2014 - 02:49 PM
Hans Von Lohman, on 02 July 2014 - 02:34 PM, said:
1. The reducing damage down to 0 damage at 0 range is fine, but I bet it will be controversial anyway.
2. I think LRM's should not lock on below 180 meters, but should go into direct fire mode and fly out like SRM missiles. In fact I would love it if IS mech LRM's could do the same thing if you don't have a lock. Granted, for an IS mech a shot at 120 meters is pointless, but a shot at an ECM mech at 250 meters without a lock in direct fire mode could be better at making ECM not be so damned effective.
3. Don't give the clan LRM's this ability at all. I think LRM's are fine wiht a 180 meter minimum range.
1. I'd actually prefer it have an actual minimum range of ~100m and then do the damage ramp-up, because sometimes you're firing missiles and they don't take the trajectory you expected them to take... or somebody suddenly gets in the way... and your missiles hit somebody in the back.
2. SRMs work fine in dumbfire because they're a lot faster than LRMs. Unguided streamfire LRMs are effectively useless except against a Dire Whale.
3. Well, I can't say I'd mind this option.
#15
Posted 02 July 2014 - 03:23 PM
#16
Posted 02 July 2014 - 06:30 PM
#17
Posted 03 July 2014 - 03:43 AM
Zerberus, on 02 July 2014 - 12:45 PM, said:
Lightning fast for you is 160m/s, meaning between 1 and 8 seconds to target, maxrange 1000m?
For comparison: All lasers. 0 seconds to target. maxrange 180-1800m
For comparison: Gauss rifle, 2000m/s, .00000000000000x-1 seconds to target, maxrange 2000m+
For comparison: Lightning, 0 seconds to target, range 0-25000m.
So if anything here is even remotely comparable to lightning, it`s lasers. If anything with a projectile is comparable, it`s teh gauss by a large margin. Not some piddly slowass firecracker that moseys along at barely over 300 MpH.
Autoaim: Oh, the locks just magically appear? I must try that some time....
And the best countermeasure is still intelligent play instead of running around like a beheaded chicken
A lightning is faster than LRMs? You don't say? Got me sharply on that figure of speech there; you sly dog!
Lasers have to be kept on a moving target most of the time and deal damage over time. No countermeasures necessary except for taking cover.
Gauss Rifle is direct fire, the shooter is exposed and requires chargeup time. I hesitate to say it requires "skill"; but let's call it that for brevity's sake, again, no dedicated countermeasures required.
LRMs? Yeah, sorry, no "autoaim" - swing your cockpit left or right, press r, say "whoopsydaisy" until you got a lock; and then fart missiles in the général direction. Normally there is little reason to worry about ammo in a dedicated build, so just start the fireworks.
Interestingly enough, LRM boaters assume that people who criticize the current LRM model have never played LRM - builds; yet there are several chassis that pretty much enforce LRM-play in their variants; so unless there is a change in the basic/elite/master - mechanic, this means loads of cheap and shoddy builds of LRM-boats (e.g. Catapult A1 / C1 w/o FF or ES OR Artemis)... and even in those aquiring solid damage in a match isn't exactly an artform; given that there's a basic understanding of sighting mechanics and map layout. Neither is sniping, poptarting or brawling; but calling LRMs underpowered seems presumptuous in regard to the easy gratification they offer.
#18
Posted 03 July 2014 - 08:37 AM
#19
Posted 03 July 2014 - 08:43 AM
C-LRMs are made to ramp up faster as they get close to IS minimum range, which is a fancy way of saying that C-LRMs do damage at 50m, but the damage is so low that you may as well just save the heat.
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