Getting Lrmed To Death.
#1
Posted 04 October 2014 - 04:58 AM
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.
#2
Posted 04 October 2014 - 05:07 AM
Like 8 days without an LRM post....or ECM...it was so nice...
#3
Posted 04 October 2014 - 05:10 AM
#4
Posted 04 October 2014 - 05:11 AM
First get radar deprivation, next either take a mech with ECM, or follow one around, if there are none, hide behind a building for most the match until they run out of LRMs, if that doesn't work for you, follow the adage if you can't beat em, join em, I troll in my Catapult C4 to make other people hate LRMs as much as me. Some day they might change if everyone hates em
#5
Posted 04 October 2014 - 05:11 AM
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.
I'd guess its more the weekend challenge, promoting damage, kills, and assists for kills
so the more you kill, touch and stay alive, the more points you reap
that said, I enjoy the group que even more
#6
Posted 04 October 2014 - 05:11 AM
#7
Posted 04 October 2014 - 05:16 AM
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.
We need more mechs mounting AMS, first. Cause Clan launchers have nothing on the AMS.
#8
Posted 04 October 2014 - 05:23 AM
Even assuming you are in the mood of do some brawling, as soon you get in range of a viable opponent you get lurmd to death by any idiot in 1kmh radius smart enough to find the lurms weapons group.
Everybody know you can get cover, stay behind buildings and blah blah but where is the fun of that?
CLRMs made it worse, there is always tonnage to fill some slots so it is a common backup.
#9
Posted 04 October 2014 - 05:37 AM
if enough people do this, then eventually the forums will be filled with the tears of missleboats saying they cant do anything, cant get any locks, when they do all their missles get shot down.
#10
Posted 04 October 2014 - 05:39 AM
Fuggles, on 04 October 2014 - 05:37 AM, said:
if enough people do this, then eventually the forums will be filled with the tears of missleboats saying they cant do anything, cant get any locks, when they do all their missles get shot down.
Simplest solution is change it so that you *NEED* to have NARC or TAG on a target to fire at it indirectly.
That way, if you get LRM'd to death, you know it's because YOU screwed up, and not because some guy glanced in your direction and directed the entire enemy teams missiles into you.
#11
Posted 04 October 2014 - 05:46 AM
Reitrix, on 04 October 2014 - 05:39 AM, said:
That way, if you get LRM'd to death, you know it's because YOU screwed up, and not because some guy glanced in your direction and directed the entire enemy teams missiles into you.
But then again, if the LRM was a direct fire weapon it would be next to useless. Travel time, AMS and minimum range would kill it as a weapon system and we would have only two types of weapons wirth using for long range engagements. Ballistics and Lasers.
Edited by Xeraphale, 04 October 2014 - 05:47 AM.
#12
Posted 04 October 2014 - 05:52 AM
Reitrix, on 04 October 2014 - 05:39 AM, said:
That way, if you get LRM'd to death, you know it's because YOU screwed up, and not because some guy glanced in your direction and directed the entire enemy teams missiles into you.
This. Been playing alot of mech 4 mercenaries 3.1 lately and the line of sight system in that game is great. Combined with narc and tag for non line of sight lrms would be fantastic standoff support weapons they are supposed to be. It would give scouting lights more use and you could return lurms to their rightful damage output.
#13
Posted 04 October 2014 - 05:52 AM
1. Use one of the 6 ECM mechs out of 220+ variants
2. Hide for the majority of the match - Notice you must behind cover that is x2.5 times taller than your mech or else it will just plow into you over the cover. Now all you have to worry about is them planting Artillery on those spots.
3. Use tonnage dedicated for AMS for something useful.
AMS is like like trying to stop a avalanche with a garden hose. Yes it works, but stopping 3-6 lrms' out of every salvo of 60 is pointless. Better off with 1.5 tons more armor, heat-sinks, ammo or anything else.
#14
Posted 04 October 2014 - 05:53 AM
Xeraphale, on 04 October 2014 - 05:46 AM, said:
But then again, if the LRM was a direct fire weapon it would be next to useless. Travel time, AMS and minimum range would kill it as a weapon system and we would have only two types of weapons wirth using for long range engagements. Ballistics and Lasers.
Increase missile speed to 800 m/s and remove "Missile Incoming" warning, then I am ok with direct fire only LRMs. After all, AC10/5/2/Gauss/PPC/ERPPC will still have faster speed and Lasers are instant--they also do not have warning before they hit.
Edited by El Bandito, 04 October 2014 - 08:25 PM.
#15
Posted 04 October 2014 - 05:55 AM
Reitrix, on 04 October 2014 - 05:39 AM, said:
That way, if you get LRM'd to death, you know it's because YOU screwed up, and not because some guy glanced in your direction and directed the entire enemy teams missiles into you.
then you effectively remove the job of the spotter, i dont see why that should happen. tag having the range that it does means that as a spotter if you use it you are within the enemies sensor range and simply looking in your general direction auto aquires you. it doesnt help that you have a red beam basically pinpointing your location.
so if you were to require tag/narc UAV (you didnt mention this but i think it should count) for indirect fire modes i would say that tag should have a 1200m range to sync up with senor ranges of mechs with sensor range modules and bap.
#16
Posted 04 October 2014 - 05:56 AM
Xeraphale, on 04 October 2014 - 05:46 AM, said:
But then again, if the LRM was a direct fire weapon it would be next to useless. Travel time, AMS and minimum range would kill it as a weapon system and we would have only two types of weapons wirth using for long range engagements. Ballistics and Lasers.
Thats why you buff the damage. I will admit the insta convergence needs to be fixed too. What happened to the convergence we had? Where it tightened the longer you held target.
#17
Posted 04 October 2014 - 05:56 AM
Fuggles, on 04 October 2014 - 05:55 AM, said:
then you effectively remove the job of the spotter, i dont see why that should happen. tag having the range that it does means that as a spotter if you use it you are within the enemies sensor range and simply looking in your general direction auto aquires you. it doesnt help that you have a red beam basically pinpointing your location.
so if you were to require tag/narc UAV (you didnt mention this but i think it should count) for indirect fire modes i would say that tag should have a 1200m range to sync up with senor ranges of mechs with sensor range modules and bap.
Or make TAG invisible to the enemy team.
#18
Posted 04 October 2014 - 05:58 AM
#19
Posted 04 October 2014 - 06:00 AM
PilgrimX, on 04 October 2014 - 05:58 AM, said:
Precisely the reason why PGI is trying to fix both the ECM and the LRM. Just be glad it hasn't been going on for a year like the dumb poptart meta.
Edited by El Bandito, 04 October 2014 - 06:00 AM.
#20
Posted 04 October 2014 - 06:00 AM
Fuggles, on 04 October 2014 - 05:55 AM, said:
then you effectively remove the job of the spotter, i dont see why that should happen. tag having the range that it does means that as a spotter if you use it you are within the enemies sensor range and simply looking in your general direction auto aquires you. it doesnt help that you have a red beam basically pinpointing your location.
so if you were to require tag/narc UAV (you didnt mention this but i think it should count) for indirect fire modes i would say that tag should have a 1200m range to sync up with senor ranges of mechs with sensor range modules and bap.
Yeah tag. Needs to be increased and no look at me visible laser
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