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Is Lrmwarrior Back?


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#41 Wolfways

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Posted 01 August 2014 - 01:38 AM

View PostGrizzlyViking, on 31 July 2014 - 05:52 PM, said:

The new radar deprivation module is essential if you plan to be playing in enemy LOS frequently

It really isn't ;)

#42 ice trey

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Posted 01 August 2014 - 01:55 AM

You're only seeing so many LRMs right now because everyone and their mother bought a-la-carte timberwolves. As the Timbies are max'd out, I think we'll also see a small decline in LRM use as players move on to leveling up the next thing.

#43 -Natural Selection-

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Posted 01 August 2014 - 03:53 AM

I am still trying to figure this out.. I play timbers, and until the day before yest when I dropped with some friends I had NEVER seen a wolf with LRMs on it.. When did this start happening and why?

Hell, I almost think its a shame to even put a gauss on it. I mean 90khp heavy with JJs its about the best brawler platform around.

#44 Mizore

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Posted 01 August 2014 - 04:14 AM

I think Clans are the reason for more LRMs...

If you play IS-mechs, because LRMs is one of the few weapons that can compete with the Clan long range weapons.
If you play Clan-mechs, because of having missile hardpoints and too much weight left, that it would be stupid to not use them.

Since Clan invasion: longe range > brawling

#45 Scurry

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Posted 01 August 2014 - 04:33 AM

These forums need a sticky Frequently Created Threads thread to clean up these topics that come up ad nauseum.

Let me see....
Clans P2W
LRM OP
Remove pinpoint
Hero mechs OP
Strikes too common
Nerf ECM

Any more I missed?

#46 mogs01gt

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Posted 01 August 2014 - 05:56 AM

View PostEl Bandito, on 31 July 2014 - 07:30 PM, said:


The problem is, there are too many Timberwolves per match. And unlike Catapult LRM boats--which I love to pilot, these Timberwolves have significant amount of back up weapons up close.
Mere 3.5 tons for CLRM15 is insanely efficient. Even if less missiles are actually hitting the target due to Clan stream fire, CLRMs still have the shakes and the psychological effect to scare the less than competent puggers. And unlike IS LRMs, these LRMs can still shake you from just 30 meters away, making it a decent brawling weapon as well.

There will always be Clan mechs that are powerful. That is the point of their existence. The issue we have is poor map design that wont allow us to properly go into cover.

If you are out in the open, you deserve to get destroyed.

#47 Gayang3

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Posted 01 August 2014 - 07:02 AM

View PostScurry, on 01 August 2014 - 04:33 AM, said:

These forums need a sticky Frequently Created Threads thread to clean up these topics that come up ad nauseum.

Let me see....
Clans P2W
LRM OP
Remove pinpoint
Hero mechs OP
Strikes too common
Nerf ECM

Any more I missed?


Not talking about a something does not magically make the issue go away...

View PostMizore, on 01 August 2014 - 04:14 AM, said:

I think Clans are the reason for more LRMs...

If you play IS-mechs, because LRMs is one of the few weapons that can compete with the Clan long range weapons.
If you play Clan-mechs, because of having missile hardpoints and too much weight left, that it would be stupid to not use them.

Since Clan invasion: longe range > brawling


Yeah man, this is totally what seems to be going on. I've seen games lately where 75% of the team just camps in the base and does....nothing....but lurm. Its pretty sad actually

#48 Kjudoon

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Posted 01 August 2014 - 07:06 AM

View PostGayang3, on 31 July 2014 - 01:57 PM, said:

Did they recently buff the LRMS? I have seen a whole funkton of LRMs since about a week ago. What did they change?

no, they stealth nerfed LRMs twice in the last two patches by stripping minor effects and buffing counter systems.

They took away splash damage in the 2nd July patch. This has cut about 20% damage off my games on average and has saved many a mech thanks to the scatter no longer getting even miniscule coverage over multiple parts that often gave fractional point kills. And damage wasn't increased to compensate.

This patch they removed the ability to carry a full compliment of aim/usability modules from certain mastered mechs and most unmastered mechs while increasing the availability of buffed AMS.

LRMs are probably the hardest weapon to kill with in the game outside of maybe flamers and MGs. The fact they draw the third most respect is amazing.

Edited by Kjudoon, 01 August 2014 - 07:06 AM.


#49 DAYLEET

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Posted 01 August 2014 - 07:30 AM

Used LRM30 all night yesterday, they are as strong and easy as ever. If i didnt push 500damage with at least 2 kills i screwed up. Of course its not 30 pinpoint damage from a meta but i dont have to be looking at anyone to be taking them out of the fight.

I did my own narc'ing and had enough ML(3) to defend myself. That was in my Goldenboy with only radar depriv, i didnt know he wasnt mastered either.

#50 Ushka

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Posted 01 August 2014 - 07:31 AM

Think most ppl just get anoyed becus they get lurmed while hideing from the lurmboat, if they would need to get in line of sight they can atleast shoot back at them.. makeing less frustration by getting the message "incoming missiles" while you dont even see any mech around to shoot back at.

Or like they said in previous posts only get max tubes of missiles per team, so you only get like max 2LRM boats per team, but this option will be damn hard to implement

#51 Roadkill

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Posted 01 August 2014 - 08:13 AM

View PostBartholomew bartholomew, on 31 July 2014 - 02:40 PM, said:

Does not seem or feel like pinpoint to me. They look and act more like a LBX from above. Before it was more like a CPPC from above.

It's pinpoint per missile. Pinpoint refers to the way that each missile does damage, not to the entire rack as a whole.

The rack as a whole is, as you said, similar to an LBX. Missiles spread more than LBXs, though.

#52 Roadkill

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Posted 01 August 2014 - 08:19 AM

View PostLightfoot, on 31 July 2014 - 07:45 PM, said:

No, it was a nerf and LRMs do area damage not pin-point.

Incorrect. Read the patch notes.

LRMs used to do explosive damage. They now do pinpoint damage.

Per missile.

A rack of missiles will still spread damage all over, though, because each individual missile can do its pinpoint damage to a different location.

#53 Roadkill

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Posted 01 August 2014 - 08:25 AM

View PostMcgral18, on 31 July 2014 - 09:34 PM, said:

Didn't they just remove the splash damage?

So, instead of potentially dealing 2.2 damage per missile due to the tiny 5 CM splash, it will now always deal 1.1 damage without any splash, thus pinpoint to whichever component it hits?

Pretty minuscule change.

Based on the patch notes, it sounds like they used to only do explosive (splash) damage. They way they'd do 2.2 was if the tiny little 5 cm area of effect happened to cross the boundary between two armor locations.

But there was a side effect - due to the way the explosion happened in the code, the missile had to hit first and then explode. If a missile hit a Mech in just the right way while it was moving just fast enough, it was possible for the missile to "hit" its target but then do no damage because by the time the explosion happened the Mech would have moved outside the 5 cm radius. It was apparently a fairly common occurrence. Think about the legs on light Mechs and how fast they move while the light is running.

So now missiles do pinpoint damage, meaning that simply the act of "hitting" the target causes it to take damage to that pinpoint location. There's no longer an explosion for damage purposes (though the pretty animation still happens).

#54 Roadkill

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Posted 01 August 2014 - 08:32 AM

View PostKjudoon, on 01 August 2014 - 07:06 AM, said:

no, they stealth nerfed LRMs twice in the last two patches by stripping minor effects and buffing counter systems.

They took away splash damage in the 2nd July patch. This has cut about 20% damage off my games on average and has saved many a mech thanks to the scatter no longer getting even miniscule coverage over multiple parts that often gave fractional point kills. And damage wasn't increased to compensate.

Interesting. My damage with missiles has increased by about 20% since that patch, presumably because all of my missiles that hit are now doing damage instead of "missing" due to the explosion mechanic.

I don't doubt what you're saying, though. You probably shoot at more stationary targets while I shoot at more moving targets. So for you it was a nerf, while for me it was a buff.

#55 Gayang3

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Posted 01 August 2014 - 09:43 AM

View PostRoadkill, on 01 August 2014 - 08:32 AM, said:

Interesting. My damage with missiles has increased by about 20% since that patch, presumably because all of my missiles that hit are now doing damage instead of "missing" due to the explosion mechanic.

I don't doubt what you're saying, though. You probably shoot at more stationary targets while I shoot at more moving targets. So for you it was a nerf, while for me it was a buff.


Interesting. My experience so far has been, back in the day I was able to run, torso twist and somehow avoid getting killed. But now, the lurms seem to only hit me in my CT, no matter what tango moves I use.

#56 Gayang3

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Posted 01 August 2014 - 11:57 AM

View Postmogs01gt, on 01 August 2014 - 05:56 AM, said:

There will always be Clan mechs that are powerful. That is the point of their existence. The issue we have is poor map design that wont allow us to properly go into cover.

If you are out in the open, you deserve to get destroyed.


This is a good point. Some of the maps are so poorly designed that games are nothing more than peek, shoot, run before lurms arrive, repeat repeat. I am really excited about the new maps, from what I saw they looked like industrial built up areas, that would give everyone (including the brawlers) a chance

#57 Roadkill

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Posted 01 August 2014 - 12:31 PM

View PostGayang3, on 01 August 2014 - 09:43 AM, said:

Interesting. My experience so far has been, back in the day I was able to run, torso twist and somehow avoid getting killed. But now, the lurms seem to only hit me in my CT, no matter what tango moves I use.

That sounds like a Narc to me.

Also, in my experience Clan LRMs seem to cluster a little more around CT than IS LRMs. I've been assuming it's due to the streaming nature of their firing pattern. It hasn't been a huge difference for me, but it's been noticeable.

It's weird... I'm actually getting fewer kills while using Clan LRMs now, but I'm doing more damage. My guess is that the pinpoint fix has boosted damage, but that the damage being concentrated a little more on the torsos has led to others getting kill shots before my "finishing" volley can arrive.

#58 GrizzlyViking

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Posted 01 August 2014 - 01:50 PM

View PostWolfways, on 01 August 2014 - 01:38 AM, said:

It really isn't :rolleyes:


Well maybe not essential, but it works well for me. :)

#59 jper4

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Posted 01 August 2014 - 02:55 PM

i've been seeing more lately, most of the time on the other team. we'd have one person LRMing and the other side would have 4+. and apparently i run into the people who stay 200m away from each other (aka the smart ones) so even if i charge one of them (i run brawlers usually so have to get close to do anything) the others keep LRMing me anyway. enemy atlases and dire wolves don't make the good LRM shields they used to...

#60 Scurry

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Posted 01 August 2014 - 05:58 PM

View PostGayang3, on 01 August 2014 - 07:02 AM, said:


Not talking about a something does not magically make the issue go away...


It's not to have no discussion - it's to keep things to one thread.





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