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Clan Lrm No Min Range, A Bad Idea Gone Worse.


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#81 Livewyr

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Posted 14 July 2014 - 01:06 PM

View PostAppogee, on 14 July 2014 - 01:01 PM, said:

Let's just hope they never add Arrow IVs.


I wish they would. (Would only fire at a TAG'd mech, and could be shot down by regular weapons.)

#82 Wolfways

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Posted 14 July 2014 - 01:27 PM

View PostJoseph Mallan, on 14 July 2014 - 11:42 AM, said:

Is it OK that I fixed it? :huh:

I was trying to be nice for a change :rolleyes:


But I'm over it now :)

#83 Sandpit

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Posted 14 July 2014 - 01:31 PM

View PostAppogee, on 14 July 2014 - 01:01 PM, said:

Yeah, but... PGI.

pretty much

that can explain a lot of the problems with the game

I mean, it literally took me about 30 seconds to think of that idea after reading the topic. I can think of that in 30 seconds off teht op of my head but a multi-million dollar design team can't come up with something like that in months of planning?

#84 wanderer

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Posted 14 July 2014 - 02:45 PM

View PostAppogee, on 14 July 2014 - 01:01 PM, said:

Let's just hope they never add Arrow IVs.


And then, I would laugh, and videos would be posted of the bads who sat there as my Arrow IV sloooooooooowly made it's way across the entire map and blew someone up who stayed in perfect LOS for a minute straight. Jaws music and all.

#85 Koniving

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Posted 14 July 2014 - 08:16 PM

View PostRhent, on 14 July 2014 - 01:01 PM, said:

No to everything you posted. Equip radar deprivation and pilot properly and you should NOT be killed by LRM's. If you are at that point, you seriously need to rethink what you are doing in the game.

Note the conversation is about the issue that close range Clan LRMs at less than 180 meters, being a glorified set of "Super Streaks" since they shoot faster than Clan streaks and are still homing.

After the next patch, Clan mechs will be able to fire twin LRM-20 or greater at 90 meters for some damage, and at 135 damage for massively close to full damage. The fear is how it'd replace SRMs and completely obsolete anything the Inner Sphere mechs can do.

Thus, I gave a shitload of options that the IS (and in the case of the individual lock-ons or the spam removal for both IS and Clan LRMs) can be given to counter this problem. After all the standard SRMs of Battletech are guided missiles with the option to fire without a lock.

Radar Deprivation only works if you are out of sight. Will you be out of sight of a mech DIRECTLY IN FRONT OF YOU AT 90 meters?
Especially when they can hit you with the missiles while too close for your PPCs to work?

Edited by Koniving, 15 July 2014 - 07:24 AM.


#86 Darth Futuza

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Posted 14 July 2014 - 08:20 PM

View Postsneeking, on 13 July 2014 - 05:13 AM, said:

damage will scale down the opposite of how balistic range scales, it will encourage lights to butt hump clan missile boats so should be interesting what pilots make of that.

I butt hump anyway, so I make nothing of it?

#87 LordKnightFandragon

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Posted 15 July 2014 - 12:11 AM

View PostKoniving, on 13 July 2014 - 06:09 AM, said:

If nothing else, remove the blur.

It was this bad in the past.
Posted Image

That was being hit by a streak SRM-2.

It's currently MUCH worse and it NEEDS to go. My frame rate cuts down at every occurrence while recording and I'm using a medium-high end system with a quad core processor, decent video card and 16 gigabytes of RAM. I'd hate to hear what happens to low end computers.

(On this same aspect, this past quote comes to mind on the subject of LRMs being overpowered.)



I love how every shot taken at our mech is always in the wind screen....they could fix the blur and explosions blinding us if they made the shots actually go where they are actually hitting us...like if they hit us in the CT, make it look as though its going below the Cockpit into the CT.....At the rate we see explosions in this game, we should all always be dead ot headshots.

#88 Appogee

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Posted 15 July 2014 - 04:54 AM

View Postwanderer, on 14 July 2014 - 02:45 PM, said:

And then, I would laugh, and videos would be posted of the bads who sat there as my Arrow IV sloooooooooowly made it's way across the entire map and blew someone up who stayed in perfect LOS for a minute straight. Jaws music and all.

There are too many implicit assumptions in your post for me to individually list and respond to.

View PostKoniving, on 14 July 2014 - 08:16 PM, said:

Note the conversation is about the issue that close range Clan LRMs at Radar Deprivation only works if you are out of sight. Will you be out of sight of a mech DIRECTLY IN FRONT OF YOU AT 90 meters? Especially when they can hit you with the missiles while too close for your PPCs to work?

Not only that, but I believe you need to be out of line of sight of EVERY enemy Mech, right...?

Edited by Appogee, 15 July 2014 - 04:55 AM.


#89 Shae Starfyre

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Posted 15 July 2014 - 05:01 AM

Ode to the Timberwolf, and his blue, shaking the waif, unloading yellow lightning into the fray.

Edited by Aphoticus, 15 July 2014 - 05:04 AM.


#90 topgun505

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Posted 15 July 2014 - 05:58 AM

Let's face it. Particles/graphics are coded BADLY in this game. I have a core i7 with a good video card and 16Gb of RAM and my system still slugs to a crawl if my lasers happen to clip the ground in front of me and kick up a dirt cloud.

You KNOW some players will do anything they can to exploit a weakness in a games code. So you KNOW there will be plenty out there who will run chain LRMs just to stun-lock players.

If a visual effect can't be turned off by the player and can be used to drop someone's FPS to nothing (regardless if it is on purpose or not) it needs to be removed. At least until the code can be corrected (if that's even possible).

#91 Koniving

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Posted 15 July 2014 - 06:00 AM

View PostAppogee, on 15 July 2014 - 04:54 AM, said:

Not only that, but I believe you need to be out of line of sight of EVERY enemy Mech, right...?

Correct.

View Posttopgun505, on 15 July 2014 - 05:58 AM, said:

Let's face it. Particles/graphics are coded BADLY in this game. I have a core i7 with a good video card and 16Gb of RAM and my system still slugs to a crawl if my lasers happen to clip the ground in front of me and kick up a dirt cloud.

You KNOW some players will do anything they can to exploit a weakness in a games code. So you KNOW there will be plenty out there who will run chain LRMs just to stun-lock players.

If a visual effect can't be turned off by the player and can be used to drop someone's FPS to nothing (regardless if it is on purpose or not) it needs to be removed. At least until the code can be corrected (if that's even possible).

Case in point: The real reason to use Flamers. "It lags the **** out of low end computers."


#92 Bigbacon

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Posted 15 July 2014 - 06:08 AM

View PostMister D, on 13 July 2014 - 04:26 PM, said:

Still not seeing the bigger picture here hmm?

What about lights and mediums?

Its their role pretty much to rush and harass the LRM boats, that is what kept the balance in check..

You move fast, and try to close that 180 meter distance quickly to get inside minimum range to do your job.

I watched many times as assaults had 0 problem tracking and keeping a fast light in their sights, even a Locust doing 150 can barely out circle a Warhawk that knows he's there.

Stuff like this just further crushes the ability of non ECM mechs to do their intended role.

There is a reason that the 180 meter safety zone was put into the original game, you might have heard of this, its called balance and at the very least, marginal risk to have a weapon that can deal high damage with very little effort over vast ranges.

And there is a difference between making changes that follow Clan Lore, and making changes that screw up gameplay at the cost of balance.


this...low armored lights IS mechs now have LRM20 dealing 5 damage at their weapon range and that is a huge amount. I liek you underlined balance because that is what it is all about. the clan LRMs dealing damage below that give that edge no matter how small while IS mechs are disabled under 180m

lights have mobility period as a means to survive and fight back. LRMs in this action game, should be just that, long range systems.

Balance should be the key, and this is one of those instances where trying to follow lore/TT/whatever just doesn't work in the environment it is placed in.

IS stuff is already outclassed in the range department so now you give clans just another small edge in the range department.

#93 Delain

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Posted 15 July 2014 - 07:06 AM

I personally feel all LRMs should take longer to fire that would drop a lot of the LRM Spam down and balance them alright for the time being as for the no min range I feel that is Fubar

#94 Zerberus

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Posted 15 July 2014 - 08:03 AM

View PostDelain, on 15 July 2014 - 07:06 AM, said:

I personally feel all LRMs should take longer to fire that would drop a lot of the LRM Spam down and balance them alright for the time being as for the no min range I feel that is Fubar


The main issue wit that (I assume you mean increase the recycle time between volleys): You would have to increase damage to avoud completely castrating LRMs again.

But increasing damage woul also increase the amout of people that just get melted by the initial strike of 2 or 3 boats opening up at the same time, and Nerf LRM threads would mutliply like banging bunnies.

Kind of like the difference between an ac2 and an ac5.. right now the lrms are an ac2: Annoying, but not really that dangerous unless you ignore them. An ac5 on the other hand, especially numerous ac5s, ist just plain dangerous.

As an LRM user I would certainly prefer the longer recycle time and a harder initial hit. But as an an LRM target I much prefer the annoying little chihuahua and its constant pecking to the pitbull clamping onto my right arm. ;)

Edited by Zerberus, 15 July 2014 - 08:04 AM.


#95 xCico

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Posted 15 July 2014 - 08:08 AM

Min range on clrm gave me more reason for poptarting, nice job PGI...





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