

Lrm's Need A Range Buff
#1
Posted 20 July 2014 - 04:30 AM
Cheers
#2
Posted 20 July 2014 - 04:36 AM
#3
Posted 20 July 2014 - 04:37 AM
LRMs also need their impulse decreased significantly so they dont shake you more than an AC20.
#4
Posted 20 July 2014 - 04:38 AM
Other weapons should have shorter ranges, it would then bring us back to having a brawler game I'd think.
#7
Posted 20 July 2014 - 06:13 AM
#8
Posted 20 July 2014 - 06:17 AM
If they boosted the speed. And then required good tag or narc lock for past 1000m. Well then I could see it.
#9
Posted 20 July 2014 - 06:25 AM
Bartholomew bartholomew, on 20 July 2014 - 06:17 AM, said:
If they boosted the speed. And then required good tag or narc lock for past 1000m. Well then I could see it.
They miss not only because of the slow speed but imo mostly because the target gets a warning. If there was no warning then the target would know he's being attacked when the first salvo hits, just like any other weapon.
#10
Posted 20 July 2014 - 06:42 AM
Instead, like today's early warning systems in the military, I'd shorten the enemy mech's warning time. There's no way you can know you've got incoming LRMs until AFTER they've reached their apex. I think, if you want warnings from the moment the other mech fires, then you should have to load a module slot with an "early warning" detector or something.
#11
Posted 20 July 2014 - 10:47 AM
Jack Corban, on 20 July 2014 - 04:30 AM, said:
Cheers
#12
Posted 20 July 2014 - 11:07 AM
#13
Posted 20 July 2014 - 11:35 AM
#14
Posted 20 July 2014 - 01:31 PM
Skyfaller, on 20 July 2014 - 10:47 AM, said:
Let me know when PPCs do full damage at 1000m and then you can complain that LRMs don't have as much max range.
#15
Posted 20 July 2014 - 01:51 PM
Mickey Knoxx, on 20 July 2014 - 11:07 AM, said:
Hitting the same bad players that they hit now...
But at least decent players might get hit occasionally, with no warning anyway.
#16
Posted 20 July 2014 - 01:57 PM
Quote
Yes except LRMs miss most of the time at 1000m because the opponent can dodge them so easily. The effective max range of LRMs is like 600m at most. That basically makes them guided MRMs.
Personally id like to see the following changes to LRMs:
1) LRM impulse reduced from .3 to .1, they should not shake you three times harder than an AC20, thats incredibly dumb.
2) Artemis is worthless and needs a buff. It should give a 5%-10% crit chance bonus to SRMs and direct-fired LRMs.
3) LRM range should be increased to 1200m, LRM speed should also be increased by ~20%.
4) LRM cooldown should be increased by at least 25%, and LRM damage should be increased by the same % (keeps the dps the same, but increases the penetrating power of LRMs, and decreases their ability to shake mechs constantly). Besides it makes no sense that a CLRM20 reloads MUCH faster than a CSSRM6.
5) ECM should only grant stealth to the mech its equipped on. Passive sensor mode should be added to the game for everyone who cant use ECM (passive sensors would be similar to ECM but not quite as good and would also come with the downside of reducing sensor range and turning off sharing of sensor info with teammates). No more super magic missile shields, and passive sensors would require giving something up in return for protection from missiles (tag/narc, etc... would still defeat passive sensor mode as well).
Edited by Khobai, 20 July 2014 - 02:10 PM.
#19
Posted 20 July 2014 - 03:14 PM
#20
Posted 20 July 2014 - 03:43 PM
Zolaz, on 20 July 2014 - 03:14 PM, said:
lol Yeah and it has nothing to do with weapon range and everything to do with charging into a group of mechs.
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