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Lrm Overpowered?

lrm longrangemissile clan

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#81 Keira RAVEN McKenna

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Posted 11 September 2014 - 11:52 AM

Radar Dep makes LRM boats hilarious. Radar dep on a Kitfox with ECm and triple AMS... hahahahahah = a sky full of glitter

my Twolves are only energy weapon carriers and with Radar dep and Zoom, they do just fine against missle boat teams. Just move from cover to cover, not charging over wide open ground.

If you get owned by them, thats life. If you get owned CONSTANTLY... you are playing this game wrong and need to reconsider whether you should carry on with it.

With the Deprivation module, you step out of cover, zoom in on the face, shoot the guy or girl IN the face, get the LRM warning, step back 5 or 6 paces into cover, hear the lock lost chime and laugh at the LRMs blasting sand in front of you. The sand was very evil...


Edited by AH Keira_NZ, 11 September 2014 - 12:43 PM.


#82 Mad Ox

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Posted 11 September 2014 - 04:34 PM

LRM are no more OP then AC20x2 or Dual Gauss or U-AC5 x3 or 4 or any of the other twinked silly setups. Each are very nasty setups and done right are very powerful. LRM just an odd one in that can fire Out of Sight.... but honestly it just another variable added to the game requiring a change of tactics.

The stupid charge to middle and suicide doesn't work vs any of them. Don't rush out in beginning of battle to brawl. hold back support team. Rushing out just gets ya targeted that much faster and BOOM amazingly show up on enemy sights and they all target ya.

Hold up let teams pound on each other wait for those few LRM'er with only a few reloads to empty. Let some damage be spread out and get people fixated on other mechs as you swoop in to finish them off. LRM's are there to punish the people without patience so learn to control yourself.

LRM's are just another tactic to use to make battles less binary 1 and 0. All in all PGI in my opinion has done a good job balancing things out customizability of IS vs bigger weapon loads but more fixed setups of Clan really helps alot.

Yes there are some definite mechs that stand way out Timber Wolf being a huge one... but at same time with as hugely popular as it is PGI had no choice but to give them a touch more power for time being that mech alone sucking could have ruined things greatly for them as people walk away. Give it time things will settle out.

Mean time LRM's will continue to to be worked on ingeneral as the only weapon where LOS is not needed they will always stand out and in general be an easier option to playing game. Sitting in safety loosing off missiles lot easier then rushing out and gunning it out. If anything they are great way to get a handle on the game and with time player gets better and bored and moves on.

#83 JigglyMoobs

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Posted 15 September 2014 - 03:37 PM

Why LRMs are not OP, even on Caustic, even with a PUG team:



The truth is a team using direct fire weapons with radar deprivation mod and the correct tactics, can eat LRM heavy teams for lunch.

#84 MechPorn

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Posted 15 September 2014 - 07:29 PM

View PostMad Ox, on 11 September 2014 - 04:34 PM, said:

Mean time LRM's will continue to to be worked on ingeneral as the only weapon where LOS is not needed they will always stand out and in general be an easier option to playing game. Sitting in safety loosing off missiles lot easier then rushing out and gunning it out. If anything they are great way to get a handle on the game and with time player gets better and bored and moves on.


I would agree and disagree, I love LRMing.

#85 n r g

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Posted 22 September 2014 - 02:23 PM

View PostRuneOfDeath, on 13 August 2014 - 12:30 PM, said:

IMO, lrms are really overpowered as they are right now: playing mostly brawlers, i can rarely even get in range of my main weapons without being torn apart by a lrm-30 kitfox (1on1, no other mechs involved) What I see as the main problem is that clanners can just carry way too many lrms because of the low weight of clan lrms. For that reason, it feels like half the mechs on the battlefield are lrm boats which is, IMO, a clear indicator that theyre overpowered, otherwise, they wouldnt be used so extremely much. Please leave your opinions on this topic here.


You should have to aim lrms like any other weapon.

#86 AntleredCormorant

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Posted 27 September 2014 - 07:14 AM

Does your team have ECM? That's what it comes down to in my experience.

More accurately, does your team have good ECM? Or are your ECM mechs tearing off on their own to go play 1337 sniper? If you're lucky you'll have a DDC Fatlas to hang around with (a good idea even if it's not the ECM variant, BTW).

Good ECM cover & those LRM boats are left to stand around scratching their shiny metal asses. Without it your team is on the wrong end of an ever-popular round of LeftClickWarrior: Online.

#87 The Driver

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Posted 30 September 2014 - 02:15 AM



LRMS arent OP.

Player IQ is just underpowered. If you see the other team is boating mass LRM you have many options.

Hide behind cover / dont stand in the open,
Hide UNDER cover,
stay near AMS mechs,
stay under an ECM unbrella,
kill their spotter,
equip the radar dep module and move about,
run - fast,

A lot of maps have pro and cons for LRM use too; Tunnels on Frozen, HPG, Forest and Mining for example hurt LRM users. The open areas of Caustic, Alpine and Tourmaline can be beneficial to them. Though, I feel that every map in MWO tries to balance areas of itself to the games weapons.

#88 BrrtWarthog

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Posted 30 September 2014 - 12:19 PM

View PostE N E R G Y, on 13 August 2014 - 05:32 PM, said:


Maybe in a pub match, because pub /casual players neglect lights running in the background narcing and tagging teammates/you. Or fail to peek and hit missle boaters, who are standing in the open tagging, thus giving them confidence to just stand in the open and target your team.

In a competitive scenario (no teams really run LRMs so that should give you insight) it would fail. To stand out in the open and get lock would get you killed by most advanced players in MWO (advanced and MWO in the same sentence, contradiction?)

Further , lights running around solo that could survive in pugs would be oblitered in a competitive match.

And, it's actually very easy to simply take Radar Dep. and simply get cover behind a hill and dodge all the incoming missles. You could also have your "competent" teammate who you are on coms with then peek the enemy missle boater(s) and obliterate them.

Again, in a competitive scenario, it's a completely different scenario.

Now, in open pugs, where people seem oblivious to what they are even doing, or seem to not even know how to move the mech, or let enemy lights run in the background 200m away unnoticed - - yeah, missle can seem overpowered....


So much this. I've been playing for roughly three weeks now (late to the party, I know), and I figured out right away that I can't aim for crap. I found the only way I was able to really contribute was in LRM mechs and started on the Catapult tree right away.

Having played both with large groups of friends and solo in pugs, I can tell you without a doubt that I do remarkably better in pugs. You can definitely tell when you're up against a bunch of randoms vs. when you're up against a team (or at least organized lances). In the pugs, I regularly go for something like 0-3 kills, 5-10 assists, and 500+ damage, and fairly often even better than that (let me tell you about the first time I earned the Bridesmaid title :D ). In the games I play with friends against organized groups, it's usually more like 0-1 kill, 0-5 assists, and 50-300 damage.

The biggest factor IMO is how well organized the other team is. If they're able to coordinate and call out my position to get lights on me, I get all but shut down within the first few minutes of the match. On the flip side, when I'm in pugs and not up against such coordination, I regularly get top damage, or at least top 3-5, because I'm able to get my missiles out, maintain positional awareness, and use cover to my advantage without worrying so much about getting called out right away.

I don't think LRM's are overpowered, you just have to learn how to deal with them. Mainly, this is going to involve working with the rest of your lance/team to overcome them.

#89 TVMA Doc

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Posted 01 October 2014 - 07:31 AM

View PostSethAbercromby, on 13 August 2014 - 02:59 PM, said:

NARC op. Missiles can now actually track the beacon without it being lost after 2 damage. Needs immediate nerf.

Seriously though, peaople are enjoyng the usefulness of NARC and are celebrating it with Missile Spams on 'Mechs that still haven't learned that investing 1.5 tons into AMS can go a long way on a larger 'Mech. Also, especially if you're using a Brawler, you should be familiar with the mechanics of moving with cover, or are you trying to rush PP snipers as well? I do not forsee many kills in your brawling future that way.

For those who will next complain about narc think about not only the cost in weight to equip the narc/ammo (and not equip another weapon) plus the fact that it is not only a dicey proposition to actually land the narc, it is also a dangerous one. Once the enemy sees the narc showing on mech info, you become a huge target. It doesn't take much damage, especially when you're engrossed with trying to lond narcs. On top of that, it's often difficult to land many narcs AND much damage.

Narc can be great XP, but I often find myself at the vey bottom of the damage and score piles when I bring narc. On top of that it is pretty typical that you land with narc and few PUGs brought LRMs and those that did somehow don't see the beacons. Then, all it takes is for the narc'ed player to be smart enough to find good cover or ECM...

#90 elitewolverine

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Posted 22 October 2014 - 09:22 PM

I don't think it comes down to OP, I think it comes down to 'what happens'.

LRM's have horrible spread damage or shall I say lack of it, in my experience, and worse when in a slower mech.

Someone here mentioned dice rolls being gone, yup because some how implementing a dice system prior to damage is to much coding (it's not imo that is).

The problem has to do with what you have to do, with literally the simplest fire and forget damage weapon. Not to mention the screen shake and flash even when hit from BEHIND. And when it from behind on missle rain I have noticed, my front at times takes damage.

Counter LRMs
ECM: Even though the tech that ecm comes from never negated LRM locking, but that is another story. Lest not us forget that very few mechs carry ECM, and new comers and even casuals do no want to be crossing fingers that an ECM plays nicely on their team. Win? LRM

Cover: Best effect. Problem? You have taken yourself out of the fight. Not a big deal, but sometimes finding cover and getting down to 40% armor before you have seen a blip on the radar is a little off putting. Win? LRM

AMS: works but when your ams gets eaten up by other shots not directed at you, it can become pointless. 12 mechs in a match, most likely any give pug will have at least 4 lrm 15's 4 lrm 20's and a mix of 10's an 5's.

Make damage spread better, make hit count more random anywhere from 1 - all hit. Make damage canon. Could introduce longer fire rates.

In the end for me its 50/50, currently the counters are far less available and easier,than me dumping lrm rain on someone. Then again that'swhy the Catapult and Vultures were so deadly on a map, imo.

As well it is not about nerfing, if anything going to board game style of LRM's and there would be no need for nerf

Edited by elitewolverine, 22 October 2014 - 09:25 PM.


#91 NovaFury

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Posted 22 October 2014 - 09:43 PM

Only time LRMs were ever actually overpowered was during beta when Artemis turned them into cockpit-seeking VLAMs.

Quickest way to learn how to protect yourself from LRMs is to use them yourself, and watch how easily your enemies can make your weapons useless.

Edited by NovaFury, 22 October 2014 - 09:44 PM.


#92 Kjudoon

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Posted 23 October 2014 - 01:29 AM

And now you have the ghost heat nerf to LRM5s adding them into the heat scale.

So the LRM is now even more UNDERpowered than ever before. Mechs I never had heat problems on are suddenly overheating like crazy, just for firing my normal 20LRM salvos... which is not much in terms of LRMs when you consider all the protection given from Betty screaming warnings ECM protection, AMS shooting down everything it can and more.

I could understand 5+ launchers getting ghost heated. At least that's 25 tubes if they're all LRM5s. But 3 or more? That's a joke for any salvo under 35.

#93 Dazzer

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Posted 24 October 2014 - 03:21 PM

I personally hate LRM, They is nothing worse than getting rained on from a hidden mech that you can not shoot back at as they are hiding behide a rock.

It will not happen I know but I would love to see the indrect fire removed. Make them have a LOS that way you can at least shot back at the buggers.

#94 InspectorG

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Posted 26 October 2014 - 01:30 PM

LuRMs are the 6th grade bully on the playground.

They can only beat up little kids...

Though, i may run a 4 lrm5 Cent Ah...for 'scientific' purposes. Yeah...science.

#95 Tim East

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Posted 26 October 2014 - 07:13 PM

Doesn't that only have 3 slots?





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