

Lrms
#21
Posted 18 July 2014 - 03:09 AM
#22
Posted 18 July 2014 - 03:25 AM
Lynx7725, on 17 July 2014 - 07:51 PM, said:
My current thinking is that each flight remembers the target it is supposed to hit, so if you reacquire the same target, the flight would resume tracking. So if your Flight 1 is tracking Alpha, your Flight 2 is tracking Bravo, you can switch locks between the two and guide both in to both targets, but it's practically not very possible (due to flight and lock times). Very hard to test this in combat conditions, of course.
Oh, Direct LOS is not relevant. You can pick this up with a spotter's help and the missiles would reacquire IIRC. Missiles don't care where the lock came from, just that it has one.
Exactly. After the increase in flight speed of LRMs I never tried this tactic again. With the slower missiles it was fairly easy to at least re-acquire that first lock.
As for LOS, it is mostly so that I won't have to worry about losing lock. There is an additional benifit, if you are running with artemis, the lock on time is reduced which helps with the tactic.
#23
Posted 18 July 2014 - 03:34 AM
So then if they can't do what I said they did how did I get hit? Look I don't mind LRMs but I do mind when they are the flavor of the month and the sky is lit up in nearly every game. I still stand by this truth. If they were not the easiest way to create mucho damage then they would not be so heavily played. And read the patch notes.
And yes I was surprised they hit me as well. I knew I was in enough cover to be protected. I would say they came in at about where I was locked from a high angle and turned hard left and down. They were clan LRMs. There is no way I should have been hit by those. I have played the game since b4 release so though I am no expert I do have some history to work with.
For me it's a game ruining experience. Not LRMs but an over abundance of LRMs with the capacity to do high damage and own a tracking ability as stated. Maybe this is a post patch mistake. I don't know. Because I sure haven't seen that before.
Have fun
PS :LRMs and Streak-SRMs now deal pinpoint damage on the component hit, instead of dealing out splash damage across neighboring components.
Edited by Invictus51, 18 July 2014 - 03:36 AM.
#24
Posted 18 July 2014 - 03:45 AM
Invictus51, on 18 July 2014 - 03:34 AM, said:
So then if they can't do what I said they did how did I get hit? Look I don't mind LRMs but I do mind when they are the flavor of the month and the sky is lit up in nearly every game. I still stand by this truth. If they were not the easiest way to create mucho damage then they would not be so heavily played. And read the patch notes.
And yes I was surprised they hit me as well. I knew I was in enough cover to be protected. I would say they came in at about where I was locked from a high angle and turned hard left and down. They were clan LRMs. There is no way I should have been hit by those. I have played the game since b4 release so though I am no expert I do have some history to work with.
For me it's a game ruining experience. Not LRMs but an over abundance of LRMs with the capacity to do high damage and own a tracking ability as stated. Maybe this is a post patch mistake. I don't know. Because I sure haven't seen that before.
Have fun
PS :LRMs and Streak-SRMs now deal pinpoint damage on the component hit, instead of dealing out splash damage across neighboring components.
So instead of missiles spreading damage across your mech you would rather have been hit in one place by Gauss/PPC/AC?
High damage...

Maybe PGI should remove the tracking ability and make LRM's travel at 1000m/s?
#25
Posted 18 July 2014 - 03:50 AM

#26
Posted 18 July 2014 - 04:02 AM
Lyoto Machida, on 17 July 2014 - 02:44 PM, said:
Hobgoblin I, on 17 July 2014 - 03:52 PM, said:
Zerberoff, on 18 July 2014 - 03:50 AM, said:

ROFLMFAO....Thanks for the laughs guys...

#27
Posted 18 July 2014 - 04:06 AM
Invictus51, on 17 July 2014 - 02:00 PM, said:
But it is again time to take a break due to the fact that I rarely get into a game since the "pinpoint" on missiles was added, that does not have a ridiculous amount of missile boats or mainly missile mechs.
Lets face it LRM pilots. People do not play mechs in great numbers if they are difficult to play or if you have to be a great pilot or need great strateegery ( hey a president said it so I can as well).
The last few games I was in with a friend we were spectating a clan mech that had 2 LRMs as part of his makeup. The amazing thing was the time required to lock on was nearly non-existent. So we spectated another together and the same was true. Also, in the last game , early on at just over 900 meters an LRM boat from opposing team fired on me as I just peeked out from tall cover and he just got a visual as he ascended a ramp. I immediately went back (my mech travels at 72.4kph top end) the missiles actually bent around the mountain and traveled 25-30 yards to hit me(not all hit me though). Literally I was exposed for maybe a second as was he. And no, there were no other enemy mechs in that area yet.
My point is, that's just a little to much flexibility and intelligence for a weapon to have. Yes I could get lock deteriorate thing and I do have ecm on my Cicada but as you know most mechs don't have ecm available. I was on a mission to get 500 assists in each weight class I have 72 more to go in assault and then just Lights to finish. Don't ask me why I just decided to do it.
Anyway that's my point.
ALL OF THIS. TOATLLY AGREE
#29
Posted 18 July 2014 - 04:18 AM
Edited by POWR, 18 July 2014 - 04:19 AM.
#30
Posted 18 July 2014 - 04:21 AM
LRMs have a lot of easily exploitable issues, but you have to understand how they operate in order to minimize risk and damage to your mech.
#31
Posted 18 July 2014 - 04:22 AM
Wolfways, on 18 July 2014 - 03:09 AM, said:
Hyperbole ^
LRMs kill players of any skill level. I had a dire wolf player raging so hard on me last match for smashing his face in with LRM60s under 180m in Manifold's basement. They work indoors too if you're good enough. The only downside to LRMs is all the ammo you carry. Other than that they are stupidly powerful, effective against anyone until they disable your tag, and so easy to use even I can do it.

But but... lock, what if a light is humping your leg? Well duhhh... a light humping any mech's leg is an issue, and not just isolated to LRM boats. One thing stops LRMs in this game an that's cover.... sometimes. It really depends on the map because some maps are so poorly made the missiles clip through cover anyways.
#32
Posted 18 July 2014 - 04:28 AM
Invictus51, on 18 July 2014 - 03:34 AM, said:
That makes it WEAKER. 1.1 damage is LESS than 1.1 damage with splash across neighboring components.
Edited by El Bandito, 18 July 2014 - 04:29 AM.
#33
Posted 18 July 2014 - 04:34 AM
lockwoodx, on 18 July 2014 - 04:22 AM, said:
Hyperbole ^
LRMs kill players of any skill level. I had a dire wolf player raging so hard on me last match for smashing his face in with LRM60s under 180m in Manifold's basement. They work indoors too if you're good enough. The only downside to LRMs is all the ammo you carry. Other than that they are stupidly powerful, effective against anyone until they disable your tag, and so easy to use even I can do it.

But but... lock, what if a light is humping your leg? Well duhhh... a light humping any mech's leg is an issue, and not just isolated to LRM boats. One thing stops LRMs in this game an that's cover.... sometimes. It really depends on the map because some maps are so poorly made the missiles clip through cover anyways.
So what you are saying is that i have some kind of skill level that is somehow separate from everyone else? Or at least yours and the players you play against?
Or do my mechs all have some kind of magical force field that protects them on the whole of every map (excluding parts of Caustic and Alpine)?
Maybe i have some kind of strange mystical playstyle that let's me never worry about LRM's?
Somehow i doubt it.
When using LRM's the only people i can do much damage too are players who wander away from cover. I.e. bad players and players who just happened to make a mistake.
I've made a few mistakes myself, and have been killed by LRM's probably a dozen times since closed beta.
LRM's are easy against those who make mistakes. If you do well a lot with LRM's it's because your opponents don't know how to use cover and you probably have a low ELO.
#34
Posted 18 July 2014 - 04:35 AM
POWR, on 18 July 2014 - 04:18 AM, said:
holding lasers on one mech part requires skill
hedashots from 500m requires skill
brawling requires skill
LRMS DONT
LRMS just make this game static and boring
Edited by MetalGandalph, 18 July 2014 - 04:36 AM.
#36
Posted 18 July 2014 - 04:39 AM
MetalGandalph, on 18 July 2014 - 04:35 AM, said:
holding lasers on one mech part requires skill
Yeah.
Quote
Yeah.
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Brawling is what you end up doing when tactics have failed.
Quote

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For you. Play something else or learn to avoid them.
#37
Posted 18 July 2014 - 04:43 AM
Wolfways, on 18 July 2014 - 04:34 AM, said:
Or do my mechs all have some kind of magical force field that protects them on the whole of every map (excluding parts of Caustic and Alpine)?
Maybe i have some kind of strange mystical playstyle that let's me never worry about LRM's?
Somehow i doubt it.
Now you're just rambling.
#38
Posted 18 July 2014 - 04:47 AM
#39
Posted 18 July 2014 - 04:48 AM
I maintain that the day the comp teams' players decide to start using lurms in the pub queue, this forum crashes under the weight of all the spacepoor scrub tears.
Edited by D34K, 18 July 2014 - 04:50 AM.
#40
Posted 18 July 2014 - 04:50 AM
lockwoodx, on 18 July 2014 - 04:43 AM, said:
Now you're just rambling.
So you just refuse to believe that some players have no issues with LRM's...because that would mean you aren't as good as you think you are maybe? Okay point made.
Maybe PGI should just remove LRM's from the so-called "underhive". I wouldn't care as I'm obviously not in it.
Edited by Wolfways, 18 July 2014 - 04:52 AM.
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