I just wanted to say LRMs are a bit overbalance.... which is why so many are using them. Their arc to enemies makes it too hard to find shelter. changing things so only some hits make it on a mech taking little shelter. or tweak them some other way.
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Lrms Arc
Started by F0gh0rn Legh0rn, Aug 16 2014 04:17 PM
8 replies to this topic
#1
Posted 16 August 2014 - 04:17 PM
#2
Posted 16 August 2014 - 05:05 PM
agree there arc is ridiculous, but the reason so many use them now is PGI nerf's the **** out of any half decent direct fire weapon cause all the noodie babies whine and cry about them
#3
Posted 16 August 2014 - 05:40 PM
Greetings all,
The Arc for LRM's has changed at least 3 or 4 times since they first started.
Currently we are at a 3 stage model.
1. Launch and climb to altitude.
2. Cruise mode to targets location.
3. Descend with target seeking steering.
Now the distance to the target will effect if the LRM's actually do a full climb,
- at optimal range, near minimums, they are capable of being launched under the platform on Crimson Strait.
Most Pilots fail to understand the amount of there Mech that is exposed when they appear to be 'face-hugging' a building.
- If the Launcher is at a higher location than the target, the missiles may appear to be arriving from nearly straight down.
- Especially if the target is moving towards the launching unit.
Originally the LRM's traveled in a nice clean parabolic arc, from the launcher to the target. This made nearly every object in the last 50mtrs an impact source, and "the crowd went wild", PGI obliged and designed a much higher flight path to get the missiles 'overhead'.
- I'm still of the opinion that Artimis directed LRM's at a target in direct LOS should be nearly a flat shoot. (small arc only)
~ The targeting launcher is directly controlling the flight with the Artimis system and the tight beam to target signal.
As an example, watching any Mech attempt to avoid incoming LRM's from a 3rd person view or another Mech. Seeing just how much Mech is still exposed, and how tall they are in relation to the cover they may be behind.
- Just be thankful that the 'True' abilities of the NARC are not modeled in this game, having the ability to pull in any Friendly missiles that have lost there current target, and steering them in some scary devastating turns.
9erRed
The Arc for LRM's has changed at least 3 or 4 times since they first started.
Currently we are at a 3 stage model.
1. Launch and climb to altitude.
2. Cruise mode to targets location.
3. Descend with target seeking steering.
Now the distance to the target will effect if the LRM's actually do a full climb,
- at optimal range, near minimums, they are capable of being launched under the platform on Crimson Strait.
Most Pilots fail to understand the amount of there Mech that is exposed when they appear to be 'face-hugging' a building.
- If the Launcher is at a higher location than the target, the missiles may appear to be arriving from nearly straight down.
- Especially if the target is moving towards the launching unit.
Originally the LRM's traveled in a nice clean parabolic arc, from the launcher to the target. This made nearly every object in the last 50mtrs an impact source, and "the crowd went wild", PGI obliged and designed a much higher flight path to get the missiles 'overhead'.
- I'm still of the opinion that Artimis directed LRM's at a target in direct LOS should be nearly a flat shoot. (small arc only)
~ The targeting launcher is directly controlling the flight with the Artimis system and the tight beam to target signal.
As an example, watching any Mech attempt to avoid incoming LRM's from a 3rd person view or another Mech. Seeing just how much Mech is still exposed, and how tall they are in relation to the cover they may be behind.
- Just be thankful that the 'True' abilities of the NARC are not modeled in this game, having the ability to pull in any Friendly missiles that have lost there current target, and steering them in some scary devastating turns.
9erRed
#4
Posted 16 August 2014 - 05:44 PM
climb to altitude, cruise mode, decsend target seeking mode all in 1000m lol factor 10/10 .... no offence meant in anyway to you 9er
#5
Posted 16 August 2014 - 06:04 PM
LRMs are hell on certain maps, example Caustic Valley. On others they are useless (tourmaline). It also depends on how much ECM a team has.
#6
Posted 16 August 2014 - 08:49 PM
Its so you buy the new mod to break lock, and you need it til there less lrms
Reefwalker
Reefwalker
Edited by Reefwalker, 16 August 2014 - 08:51 PM.
#7
Posted 16 August 2014 - 10:06 PM
The reason more people are using lrms now has nothing to do with the lrms. Its almost 100% due to the buff to narc duration, people start running narc, others pick up on that and start running lrms.
30 seconds is a loooooong time when the only cover available is to break line of sight.
30 seconds is a loooooong time when the only cover available is to break line of sight.
#8
Posted 17 August 2014 - 05:35 AM
Summon3r, on 16 August 2014 - 05:05 PM, said:
agree there arc is ridiculous, but the reason so many use them now is PGI nerf's the **** out of any half decent direct fire weapon cause all the noodie babies whine and cry about them
This.
ERLL, ERPPC, Gauss Rifle... Any weapon that can hit an LRM boat from beyond the LRMs 1000m max range has been constantly altered from its original implementation to make it much harder for players to hit targets at long range. Now, I can sit in the open and fire off an endless stream of LRMs without worrying about return fire from heavy weapons. My damage per match with LRMs has jumped from 500-600 to 1200-1300 in the past month.
#9
Posted 17 August 2014 - 02:21 PM
the arc is fine
other long range weapons getting nerfed to the point of being usless is the problem
other long range weapons getting nerfed to the point of being usless is the problem
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