Getting Lrmed To Death.
#121
Posted 04 October 2014 - 08:33 PM
even with radar dep, AMS, AMS overload, ECM, cover ("you got to hide for the majority of the match!" lol!), breaking LOS, etc, etc... they're still upset with LRMs because they can still be damaged by them. They don't want a counter, or a nerf. They want LRM invulnerability.
They only way they will ever be happy is if Russ come up with a God Mode module that completely negates LRMs for any mech that equips it.
#122
Posted 04 October 2014 - 09:00 PM
Kilo 40, on 04 October 2014 - 08:33 PM, said:
You mean like ECM?
Yeah i know it has counters but without those counters a T1 LRM launcher (and ammo) is dead weight.
#123
Posted 05 October 2014 - 08:08 AM
Mystere, on 04 October 2014 - 06:43 PM, said:
This is what i meant: from the book of Fire,
To Injure the Corners
It is difficult to move strong things by pushing directly, so you should "injure the corners".
In large-scale strategy, it is beneficial to strike at the corners of the enemy's force.
If the corners are overthrown, the spirit of the whole body will be overthrown. To defeat
the enemy you must follow up the attack when the corners have fallen.
In single combat, it is easy to win once the enemy collapses. This happens when
you injure the "corners" of his body, and this weaken him. It is important to know how to
do this, so you must research this deeply.
I think this sums up the newb-lurm-disease, from the book of Wind:
Other Schools Using Extra-Long Swords (Read: LRM)
Some other schools have a liking for extra-long swords. From the point of view of my
strategy these must be seen as weak schools. This is because they do not appreciate the
principle of cutting the enemy by any means. Their preference is for the extra-long sword
and, relying on the virtue of its length, they think to defeat the enemy from a distance.
In this world it is said, "One inch gives the hand advantage", but these are the idle
words of one who does not know strategy. It shows the inferior strategy of a weak sprit
that men should be dependant on the length of their sword, fighting from a distance
without the benefit of strategy.
I expect there is a case for the school in question liking extra-long swords as part
of it's doctrine, but if we compare this with real life it is unreasonable. Surely we need not
necessarily be defeated if we are using a short sword, and have no long sword?
It is difficult for these people to cut the enemy when at close quarters because of
the length of the long sword. The blade path is large so the long sword is an
encumbrance, and they are at a disadvantage compared to the man armed with a short
companion sword.
From olden times it has been said: "Great and small go together." So do not
unconditionally dislike extra-long swords. What I dislike is the inclination towards the long
sword. If we consider large-scale strategy, we can think of large forces in terms of long
swords, and small forces as short swords. Cannot few men give battle against many?
#124
Posted 05 October 2014 - 08:11 AM
#127
Posted 05 October 2014 - 09:55 AM
It's impossible to enjoy the game with the constant INCOMING MISSILES warning flashing on the screen, there is no brawling since once you step out of the cover, there are missiles flying your way from all around you, and you're dead again.
Give us some sort of pulse laser AMS, something without the need for ammo. Or nerf the **** lrms. This is getting so old and boring.
#128
Posted 05 October 2014 - 07:56 PM
elde, on 05 October 2014 - 09:55 AM, said:
It's impossible to enjoy the game with the constant INCOMING MISSILES warning flashing on the screen, there is no brawling since once you step out of the cover, there are missiles flying your way from all around you, and you're dead again.
Give us some sort of pulse laser AMS, something without the need for ammo. Or nerf the **** lrms. This is getting so old and boring.
The unskilled that don't know how to defeat a marginal weapon system, then come here to whine are old & boring.
#129
Posted 05 October 2014 - 08:11 PM
Also the part where even when you lock you have to then wait a few more seconds for no real reason to fire or the missiles land 5 feet in front of you
Yeah, real OP there
Pika, on 05 October 2014 - 09:02 AM, said:
So now you've got no argument you're attacking people?
Hm.
I think the phrase youre looking for is GG close
#130
Posted 05 October 2014 - 08:14 PM
Gorgo7, on 04 October 2014 - 08:19 PM, said:
No keeping your target locked once the missiles are flying. Should your target break the lock (of the missiles) while in flight well and good for him. They should travel at twice the speed they do now.
You should not be able to lock indirectly unless there is a NARC of TAG involved.
As it stands now;
-they are a heavy weapon system, they do a form of splash damage, their rate of fire is slow, they require copious amounts of ammo, they give away your position to all who would see.
Moan, groan, pull hair. LRM, LRM, LRM...save it for the Daily Whine post!
The gereral player base will not allow LRMs to be an effective weapon. Too many tears.
#131
Posted 05 October 2014 - 08:16 PM
Mechwarrior Buddah, on 05 October 2014 - 08:11 PM, said:
Also the part where even when you lock you have to then wait a few more seconds for no real reason to fire or the missiles land 5 feet in front of you
Yeah, real OP there
I think the phrase youre looking for is GG close
Agreed cept for the Artemis part, Artemis is the worst waste of tonnage in the game, it is never more useful then a extra ton of ammo... and its lack of stacking with narc... makes it really pointless.
#132
Posted 05 October 2014 - 08:19 PM
zortesh, on 05 October 2014 - 08:16 PM, said:
and yet streaks do stack lol
#133
Posted 05 October 2014 - 08:22 PM
#135
Posted 05 October 2014 - 09:57 PM
Abivard, on 05 October 2014 - 08:22 PM, said:
Because it's a way for the person who got killed by LRMs to protect their ego.
"I was killed by LRMs. Obviously I'm not the problem because I'm a VERY skilled player. The problem must be that LRMs are wildly OP. And being as wildly OP as they are, only the unskilled use them. That's how that scub was able too take down a 1337 player like myself. I should go start a thread about it."
#136
Posted 05 October 2014 - 10:22 PM
William Conrad, on 04 October 2014 - 04:58 AM, said:
Every game I played.. LRMed and LRMed.. to Death.
This is not a fun game to play anymore.
We need better protections against these LRM rains. Like more AMS on mechs or chaff pods.
idk how about just putting ams on in the 1st place?
dual ams will kill ALL missiles from 1 clan mech due to there stream firing mechanics unlike IS lrms thats are huge death balls.
suck it up buttercup
#137
Posted 05 October 2014 - 10:47 PM
#138
Posted 06 October 2014 - 03:38 AM
On top of that, this change actually encourages teamwork and role warfare in that someone has to specificly configure their mech to act as a spotter for indirect fire and not simply let any mech on the team be a spotter by simply hitting the R key.
Edited by Farix, 06 October 2014 - 03:45 AM.
#140
Posted 06 October 2014 - 04:11 AM
Right now, we've got an influx of group players trying to dominate the solo queue. Since they don't have their teammates to coordinate maneuvers with, they tend to go for whatever will give them the most damage/kills/assists....which happens to be LRMs.
Since they're a cut above what we normally get as far as LRM boats are concerned (ie: new players that can't unzoom, stand still to shoot, etc), we're feeling the effects.
None of the standard countermeasures will help you much...cover, ams, etc...not with the sheer number of LRMs out there. Basically, it all boils down to who have the most ECM. Both teams will tend to have equal amounts of LRM launchers...but the team with the targets to lock on to will always win.
I'll die down in a few days and go back to the same "no Elo" derpfest we're used to.
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