

#1
Posted 04 August 2014 - 08:41 PM
i thought we were trying to avoid "must have" modules.
i dont even need AMS anymore really. streaks? pffft nothing compared to the godliness of LRM immunity.
#2
Posted 04 August 2014 - 08:44 PM
I think that's what you're aiming for here.
Edited by Graugger, 04 August 2014 - 08:44 PM.
#3
Posted 04 August 2014 - 08:48 PM
TiG is important to me as well.
#4
Posted 04 August 2014 - 09:17 PM
Mcgral18, on 04 August 2014 - 08:48 PM, said:
Remember how Seismic Wallhack was the "radar orb of omnipotence" when it debuted? I'm trying to remember if it worked when you were moving initially... but in any case... it taught me the power of OP modules and why their new module system is so screwed up.
#5
Posted 04 August 2014 - 09:19 PM
#6
Posted 04 August 2014 - 09:20 PM
Deathlike, on 04 August 2014 - 09:17 PM, said:
Remember how Seismic Wallhack was the "radar orb of omnipotence" when it debuted? I'm trying to remember if it worked when you were moving initially... but in any case... it taught me the power of OP modules and why their new module system is so screwed up.
Yes, it worked on the move.
Also 400 meter range on the advanced version.
#7
Posted 04 August 2014 - 09:23 PM
This was the dumbest example of Rader Derp I've seen, but it's happened many more times in other ways too. I have solid red lock and my missiles seem to have a mind of their own as they ignore the LOCKED ON TARGET and hit the dirt 20m away.
Edited by ShadowVFX, 04 August 2014 - 09:24 PM.
#8
Posted 04 August 2014 - 09:24 PM
Vassago Rain, on 04 August 2014 - 09:20 PM, said:
Also 400 meter range on the advanced version.
400m on it was literally like "lol no brawl".
ShadowVFX, on 04 August 2014 - 09:23 PM, said:
That's an actual bug with missiles and initial/first lockon, and less/nothing to do with Radar Deprivation.
#9
Posted 04 August 2014 - 09:29 PM
Deathlike, on 04 August 2014 - 09:24 PM, said:
400m on it was literally like "lol no brawl".
That's an actual bug with missiles and initial/first lockon, and less/nothing to do with Radar Deprivation.
This was NOT my first lock on/salvo. (In the Therma volcano example) This was a solid lock and I've made two solid hits already. I have been using LRMs regularly as secondary weapons on most of my mechs since Closed Beta. I've been through the highs and lows and everything in-between. This was the first time I've seen missiles just go "dumb" while I have a solid lock on. It started happening literally the day after the patch where Radar Derp was instituted. If this is a "glitch", it's an incredibly irregular one that they need to fix immediately.
#10
Posted 04 August 2014 - 09:31 PM
ShadowVFX, on 04 August 2014 - 09:29 PM, said:
IIRC, you are supposed to hold on that lock for like an extra second (the audio cue is key/required IIRC).
It has yet to be resolved unfortunately.
#12
Posted 04 August 2014 - 09:34 PM
#15
Posted 04 August 2014 - 10:33 PM
you have nothing and enemy has radar dep = lose lock immediately
you have adv target decay and enemy has radar dep = lose lock after 1.5 seconds
you have nothing and enemy has nothing = lose lock after 2 seconds
you have adv target decay and enemy has nothing = lose lock after 3.5 seconds
pgi shouldve learned from ecm that hard counters are bad and add little depth to gameplay. soft counters are far better for adding multidimensional gameplay.
Edited by Khobai, 04 August 2014 - 10:37 PM.
#16
Posted 04 August 2014 - 10:42 PM
ECM , AMS now Radar dep.
The same there are support mechanisms for LRMs like NARC , TAG , uav andTarget Decay
So i can't see a problem here just that some LRM boaters lost a small fracture of their advantage.
Edited by strikebrch, 04 August 2014 - 10:43 PM.
#17
Posted 04 August 2014 - 11:06 PM
#18
Posted 04 August 2014 - 11:45 PM
"OMG LRMS OP" is not a valid excuse, 1 weightless module should not make you nearly immune to a weapon system, let alone one as crippled as LRMs. There is a reason LRMs aren't used in comp, get better.
#19
Posted 04 August 2014 - 11:51 PM
Advanced target decay brings it to 3.5 seconds, when mixed with TAG brings it to 4.5 seconds.
Radar Derp cancels the basic targeting time, which is 2 seconds. If that's the case, that still leaves us with 2.5 seconds for LRMs to hit with radar derp equipped?
I don't suppose anyone has done testing yet?
Source for lock on time:
http://mwo.gamepedia..._Lab#Pilot_Tree
Edited by Mcgral18, 04 August 2014 - 11:56 PM.
#20
Posted 05 August 2014 - 12:10 AM
LoneMaverick, on 04 August 2014 - 11:45 PM, said:
"OMG LRMS OP" is not a valid excuse, 1 weightless module should not make you nearly immune to a weapon system, let alone one as crippled as LRMs. There is a reason LRMs aren't used in comp, get better.
You're right, LRMs are not OP, but I call BS on all the previous LRM arguments about how much skill and teamwork are involved, because radar deprivation is a perfect example how LRM boats NEED to have a post-LOS delay to be effective.
What ever happened to the whole, "But LRMs are skillful because you have to have a teammate spotting for you, carry UAVs, or NARC?" Last I checked radar dep doesn't negate NARC, it doesn't negate having a teammate spotting for you, and it doesn't negate UAVs.
All it negates is your ability to rain down LRMs indirectly with no assistance from your team or UAV, eliminating a BS mechanic in which 3-4 mechs could all launch an entire salvo on a mech behind a hill without anybody (or anything) actually guiding the missiles.
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