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Lrm's Need A Range Buff


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#1 Jack Corban

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Posted 20 July 2014 - 04:30 AM

Seriously only 1 Click is way too low especially when enemies are able to walk sideways to stretch out the distance ontop of all the counters that are in the game. LRM's feel totally underpowerd. I recommend a Increase to 2000 meters and a slight speedbuff.

Cheers

#2 Wolfways

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Posted 20 July 2014 - 04:36 AM

LRM's should have the same range as an ERPPC, but it wouldn't matter anyway. They are so pathetically slow that the missile warning gives the target ample time to get into cover at anything beyond 600-800m.

#3 Khobai

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Posted 20 July 2014 - 04:37 AM

2000 is way too much. Maybe 1200 at most.

LRMs also need their impulse decreased significantly so they dont shake you more than an AC20.

#4 Joseph Mallan

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Posted 20 July 2014 - 04:38 AM

LRMs already have had a range Buff, I don't deny it would be nice to have more, but 630 meters was teh tournament range of LRMs. 1,000 meters is not bad.

Other weapons should have shorter ranges, it would then bring us back to having a brawler game I'd think.

#5 Joseph Mallan

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Posted 20 July 2014 - 04:51 AM

View Postsneeking, on 20 July 2014 - 04:50 AM, said:

maybe a lrm range module yea 1200 at the most but a price of longer cooldown and more heat.

otherwise its a no from me

Longer range/ longer Minimum as well. :(

#6 Wolfways

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Posted 20 July 2014 - 06:10 AM

View PostWolfways, on 20 July 2014 - 04:36 AM, said:

LRM's should have the same range as an ERPPC

As in TT.

#7 Mudhutwarrior

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Posted 20 July 2014 - 06:13 AM

All for it because past 700 mtrs its a crapshoot anyways. Only the most experienced lrm pilots would stand a chance of not wasting ammo.

#8 Bartholomew bartholomew

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Posted 20 July 2014 - 06:17 AM

Past 700 you have to watch your shots very carefully. And then most miss because LRM's are so slow. Honestly they work best at about 380-500m with LOS.

If they boosted the speed. And then required good tag or narc lock for past 1000m. Well then I could see it.

#9 Wolfways

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Posted 20 July 2014 - 06:25 AM

View PostBartholomew bartholomew, on 20 July 2014 - 06:17 AM, said:

Past 700 you have to watch your shots very carefully. And then most miss because LRM's are so slow. Honestly they work best at about 380-500m with LOS.

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 Undercover Brother

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Posted 20 July 2014 - 06:42 AM

Honestly, I wouldn't mind a SLIGHT buff to 1200m for the same reason, but honestly, anyone using LRMs on a target that's on the edge of range, is kinda missing the point. LRMs have ALWAYS, since BETA, been most effective at between 300 and 500m. THAT is the sweet spot. Now, if you have effective TAG and NARC-equipped lights spotting for you, I'll give you 800m. But 1k is just too much travel time to the target. Anyone can find cover or extend out of range in THAT time.

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 Skyfaller

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Posted 20 July 2014 - 10:47 AM

View PostJack Corban, on 20 July 2014 - 04:30 AM, said:

Seriously only 1 Click is way too low especially when enemies are able to walk sideways to stretch out the distance ontop of all the counters that are in the game. LRM's feel totally underpowerd. I recommend a Increase to 2000 meters and a slight speedbuff.

Cheers
This has been asked for many years. Its absurd to call them long range weapons when they have less range than ballistics and PPC's which do more damage, faster and more reliably than an LRM. Both require LOS (because lrms without artemis is like using a single AC2 vs an atlas..head on...)LRM's should have 2.5km range and be faster.

#12 -Natural Selection-

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Posted 20 July 2014 - 11:07 AM

good idea. Then you will have 4 lrm boats sitting in spawn not even having to move much less engage.

#13 Xarian

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Posted 20 July 2014 - 11:35 AM

LRMs should have 800 m range with a damage falloff to 0% at 1200 m, as some of the missiles self-destruct along the way. You'd still get your >1000 m range, but you'd pay for it by losing missiles.

#14 Pjwned

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Posted 20 July 2014 - 01:31 PM

View PostSkyfaller, on 20 July 2014 - 10:47 AM, said:

This has been asked for many years. Its absurd to call them long range weapons when they have less range than ballistics and PPC's which do more damage, faster and more reliably than an LRM. Both require LOS (because lrms without artemis is like using a single AC2 vs an atlas..head on...)LRM's should have 2.5km range and be faster.


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 Wolfways

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Posted 20 July 2014 - 01:51 PM

View PostMickey Knoxx, on 20 July 2014 - 11:07 AM, said:

good idea. Then you will have 4 lrm boats sitting in spawn not even having to move much less engage.

Hitting the same bad players that they hit now...
But at least decent players might get hit occasionally, with no warning anyway.

#16 Khobai

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Posted 20 July 2014 - 01:57 PM

Quote

LRMs already have had a range Buff,


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.


#17 Graugger

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Posted 20 July 2014 - 02:55 PM

View PostWolfways, on 20 July 2014 - 06:10 AM, said:

As in TT.


According to TT AC/2 should have a longer range than gauss but people didn't like that.

#18 Wolfways

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Posted 20 July 2014 - 02:58 PM

View PostGraugger, on 20 July 2014 - 02:55 PM, said:


According to TT AC/2 should have a longer range than gauss but people didn't like that.

I'm not one of those people :mellow:

#19 Zolaz

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Posted 20 July 2014 - 03:14 PM

LRMs dont need a range buff ... just about every other weapon needs to be reduced. There is a reason why there is no brawling until one side loses a few mechs.

#20 Wolfways

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Posted 20 July 2014 - 03:43 PM

View PostZolaz, on 20 July 2014 - 03:14 PM, said:

LRMs dont need a range buff ... just about every other weapon needs to be reduced. There is a reason why there is no brawling until one side loses a few mechs.

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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