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Clan Lrm Minum Range


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#1 Xantars

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Posted 02 July 2014 - 11:30 AM

SO when are CLAN LRM'S going to Work Properly with the reduced damage at under 180m range I thought they said it was going to be the first patch after clan release. This is a big issue for people who use the CLAN LRMS it will improve our survialbilty on the battle field when we choose to run all LRMS. I want to know when Our CLAN LRMS will work properly

#2 Sprouticus

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Posted 02 July 2014 - 11:32 AM

I believe it was stated that it would be mid July on twitter. (or somewhere).

#3 Sephlock

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Posted 02 July 2014 - 11:37 AM

View PostXantars, on 02 July 2014 - 11:30 AM, said:

SO when are CLAN LRM'S going to Work Properly as promised with the reduced damage at under 180m range I thought they said it was going to be the first patch after clan release. This is a big issue for people who use the CLAN LRMS it will improve our survialbilty on the battle field when we choose to run all LRMS. I want to know when Our CLAN LRMS will work properly
FTFY, since "properly" in any sense of the word would imply that they'd have no minimum range.

#4 KAT Ayanami

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Posted 02 July 2014 - 11:40 AM

U mad that your Clan Mech is not OP enough?

#5 Karl Marlow

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Posted 02 July 2014 - 11:41 AM

View PostXantars, on 02 July 2014 - 11:30 AM, said:

SO when are CLAN LRM'S going to Work Properly with the reduced damage at under 180m range I thought they said it was going to be the first patch after clan release. This is a big issue for people who use the CLAN LRMS it will improve our survialbilty on the battle field when we choose to run all LRMS. I want to know when Our CLAN LRMS will work properly


Oh boo hoo. The IS LRMS weep for you.

#6 ztac

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Posted 02 July 2014 - 12:05 PM

When it does work properly probably just increase the LRM problem , But then LRM are apparently where PGI want them .... Game breaker!

#7 El Bandito

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Posted 02 July 2014 - 12:06 PM

View Postztac, on 02 July 2014 - 12:05 PM, said:

When it does work properly probably just increase the LRM problem , But then LRM are apparently where PGI want them .... Game breaker!


For newbs.

#8 Latorque

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Posted 02 July 2014 - 12:15 PM

A mostly cover-ignoring lightning-fast autoaim weapon dealing heavy damage and requiring loads of dedicated countermeasures doesn't cover ALL ranges? What is the world coming to?

#9 TamCoan

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Posted 02 July 2014 - 12:17 PM

Still would rather have IS LRMs, way better than clan. If a line of blue trailers is coming after me, I'm pretty comfortable that my AMS will get most of them. Not true when a cluster or yellow trailers is incoming.

#10 Zerberus

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Posted 02 July 2014 - 12:45 PM

View PostLatorque, on 02 July 2014 - 12:15 PM, said:

A mostly cover-ignoring lightning-fast autoaim weapon dealing heavy damage and requiring loads of dedicated countermeasures doesn't cover ALL ranges? What is the world coming to?

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 mogs01gt

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Posted 02 July 2014 - 12:47 PM

View PostLatorque, on 02 July 2014 - 12:15 PM, said:

A mostly cover-ignoring lightning-fast autoaim weapon dealing heavy damage and requiring loads of dedicated countermeasures doesn't cover ALL ranges? What is the world coming to?

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 Karpi

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Posted 02 July 2014 - 01:48 PM

Even thought clam lrms weigh less, the amount of damage i get when using is lrms is much more, due to the fact the launch at the same time

#13 Hans Von Lohman

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Posted 02 July 2014 - 02:34 PM

I've got lots to say on this issue myself. I can think of several ways to make it so it isn't OP.

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 Scratx

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Posted 02 July 2014 - 02:49 PM

View PostHans Von Lohman, on 02 July 2014 - 02:34 PM, said:

I've got lots to say on this issue myself. I can think of several ways to make it so it isn't OP.

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 xCico

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Posted 02 July 2014 - 03:23 PM

Love to see those guys who playing LRMs only and trying to make them even more powerfull, if they put min range on CLRM, instead of my primary brawler madcat, poptart will be very much used, no use for brawling anymore...

#16 Xantars

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Posted 02 July 2014 - 06:30 PM

I just want my CLAN LRMS to be like they are in table top or close to it As it is Most AC's have a 50% longer range and can take you out before you can even get in LRM range. So i don't see why 0 minimum range is such a big deal. Clan LRMs are meant to be better So why are still no better then the IS ones yea they are lighter but that dosen't make them better.

#17 Latorque

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Posted 03 July 2014 - 03:43 AM

View PostZerberus, on 02 July 2014 - 12:45 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 ;)


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 Xantars

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Posted 03 July 2014 - 08:37 AM

I have seen a Lot of people Say that you cant use LRMS as a direct fire weapon. That is hogwash I do it all the time With all the ECM out there you just need to see the target and put your cross hairs on them and fire and hope they don't move and you will hit them, but if they move then you have just wasted 50 to 60 tubes of missiles. I love LRMS i just think they should have as long or longer range then AC 2's and that the Clan LRMS need to have the reduced damn at under 180m put into game or better yet work like it does in table top and have 0 minimum range.

#19 Gigastrike

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Posted 03 July 2014 - 08:43 AM

Calm down. Even with minimum range removed, they'll still do pretty much nothing under 100m.

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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