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Getting Lrmed To Death.


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#41 Tristan Winter

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Posted 04 October 2014 - 07:07 AM

View PostWolfways, on 04 October 2014 - 07:04 AM, said:

That makes no sense. The whole point of a combat game is to try to win. Not everyone has or likes the same playstyle and you can't just remove/nerf one because the other players don't like it.

So... it doesn't make sense to nerf certain playstyles because a large portion of the players find those playstyles are making the game less enjoyable? Is that really what you're saying?

I just want to check, because if that's actually what you're saying, I don't think there's any chance I can explain my view to you. It would just be a waste of time for both of us.

#42 Crimson Angel

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Posted 04 October 2014 - 07:08 AM

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#43 Dracol

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Posted 04 October 2014 - 07:08 AM

View PostWilliam Conrad, on 04 October 2014 - 04:58 AM, said:

Recently, with the Mad Dog and a whole heap of clan mechs, with Clan LRMs having half the tonnage of the IS LRM...

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.

How much ams ammo did you go through? You did have ams, right??????

#44 Belorion

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Posted 04 October 2014 - 07:10 AM

LRMs are fine... L2Cover

#45 Fuggles

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Posted 04 October 2014 - 07:11 AM

View PostFarix, on 04 October 2014 - 06:47 AM, said:


http://mwomercs.com/...ds-an-overhaul/


And the person playing that Kit Fox won't be having much fun. We had a lancemate that switched over to his because of all of the LRMs, but he really wanted to play and grind out his mediums and heavies.



yeah you and everyone else. this was litterally taken just now.
Posted Image

Edited by Fuggles, 04 October 2014 - 07:12 AM.


#46 Wolfways

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Posted 04 October 2014 - 07:18 AM

View PostNicolai Kabrinsky, on 04 October 2014 - 07:07 AM, said:

So... it doesn't make sense to nerf certain playstyles because a large portion of the players find those playstyles are making the game less enjoyable? Is that really what you're saying?

I just want to check, because if that's actually what you're saying, I don't think there's any chance I can explain my view to you. It would just be a waste of time for both of us.

Not if there are already ways for those players to negate that playstyle they don't like (use terrain and the multiple countermeasures).
If some people don't want to learn how to play the game maybe they should find a different game.

#47 Zyllos

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Posted 04 October 2014 - 07:30 AM

To fix LRMs, the entire IW (Information Warfare) mechanic needs to change.

Spotting (sharing of targets) should not be instantaneous. It should require a mech to keep a target for 5.0s before it's shared to team mates. Only NARC and TAG should sharing targets instantly. Once C3 Network gets introduced, it should share all targets, regardless if it's targeted or not, to everybody in the network.

LRMs will also need be seen as a support weapon but don't need to feel useless. LRMs need to take a long time to reload but should be much more accurate in reaching their target when fired but be much more random in their damage.

As such, their speed needs to be increased to SRM speed. LRMs aim at bones (just like SSRMs) in groupings of 5 LRMs each, called a swarm. Each swarm has a good sized spread (and always the same spread, regardless of target size, unlike now where spread is dependent on the target size).

LRMs don't need to maintain a lock once LRMs are fired. But the target needs to be shared to the firer for LRMs to maintain their homing. This makes the LRM firer open to defend itself or choose a new target once LRMs are fired.

If a LRM mech has direct LOS to a target, the trajectory should be much more direct.

Clan LRMs still fire in their streams, just each missile is assigned to a random bone and can spread miss just like IS LRMs.

Artemis IV is a system to make LRMs a good direct fire weapon. It makes the LRM swarms much tighter and more often aiming at the torso sections, thus killing the target mech much better than regular LRMs.

TAG just allows for instant sharing and a small increase to LRMs going for torso sections, but their swarms are still spread out. It will cut through GECM in specific instances needed.

GECM will need to be modified to not block lock-ons except for the mech equipped with it, and even then, it only stops it until 400m. Makes GECM good for medium range spotting or stopping Artemis IV/NARC against friendly players.

GECM (and AECM in the future) should be used to keep LRMs in the support type of weapon. If the other team uses NARC, Artemis IV, or C3 Network, the other team will most definitely feel the heat as they are being hurt by support systems. But if GECM is present, this doesn't make LRMs useless, it just makes LRMs become support based instead of great direct fire weapons.

This is what needs to happen to make the entire system feel fixed.

Edited by Zyllos, 04 October 2014 - 07:37 AM.


#48 Joseph Mallan

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Posted 04 October 2014 - 07:35 AM

View PostNicolai Kabrinsky, on 04 October 2014 - 06:52 AM, said:

I know you do, there was no need to elaborate. I know the way you think, it's the same way a lot of people playing this game think. It's why PGI needs to do a better job to prevent boring gameplay, because so many people do whatever they can to win.

View PostWolfways, on 04 October 2014 - 07:04 AM, said:

That makes no sense. The whole point of a combat game is to try to win. Not everyone has or likes the same playstyle and you can't just remove/nerf one because the other players don't like it.

Wolf has the best version of what I wanted to write.

#49 Tezcatli

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Posted 04 October 2014 - 07:40 AM

Well it's easier to get a lot of assists with LRMs and you don't even have to be in sight to do it. Even though Clan LRMs get chewed more by AMS. People don't want to reduce the offensive ability of their build to throw on AMS and 1 ammo ton that will be burned away within the first minute of the match anyway.

Edited by Tezcatli, 04 October 2014 - 07:40 AM.


#50 Tristan Winter

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Posted 04 October 2014 - 07:48 AM

View PostWolfways, on 04 October 2014 - 07:18 AM, said:

Not if there are already ways for those players to negate that playstyle they don't like (use terrain and the multiple countermeasures).
If some people don't want to learn how to play the game maybe they should find a different game.

Did we really go 3 pages before someone said "Learn 2 Play"? That's pretty neat.

But yeah, that has absolutely nothing to do with it. Even though "L2P" has been regurgitated by every meta player since the dawn of MWO, and before.
Raven 3L Streakboat? L2P.
Splatcat? L2P.
Jagerbomb? L2P.
LLStalker? L2P
PPCStalker? L2P
Highlander poptart? L2P

My only consolation, I suppose, is that everyone who played those builds kept saying "L2P" and "Everything is fine, just deal with it", but PGI was good enough to nerf each and every one of those. And they will fix the LRM problem too, in time. Just like they'll fix the Dakka Wolf, in time. But meanwhile, I guess people are gonna keep saying "L2P" and playing their metabuilds.

Whatever floats your boat.

#51 Vassago Rain

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Posted 04 October 2014 - 07:56 AM

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#52 Celtic Warrior

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Posted 04 October 2014 - 08:04 AM

Lets just hope PGI fix this soon because the game has changed yet again. I miss the days when I could brawl in my Yen Lo Wang and not get rained down on by LRM's. The game has turned into duck and cover, shoot and cover, pop and cover......., and did I mention cover? LRM's should play a role in MWO but not such a large one.

#53 Vassago Rain

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Posted 04 October 2014 - 08:05 AM

View PostCeltic Warrior, on 04 October 2014 - 08:04 AM, said:

Lets just hope PGI fix this soon because the game has changed yet again. I miss the days when I could brawl in my Yen Lo Wang and not get rained down on by LRM's. The game has turned into duck and cover, shoot and cover, pop and cover......., and did I mention cover? LRM's should play a role in MWO but not such a large one.


Brawling now costs 6 million c-bills. Gotta bring that radar derp module.

#54 Celtic Warrior

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Posted 04 October 2014 - 08:07 AM

View PostFuggles, on 04 October 2014 - 07:11 AM, said:



yeah you and everyone else. this was litterally taken just now.
Posted Image

Yeah that's just wrong!!

#55 Mudhutwarrior

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Posted 04 October 2014 - 08:09 AM

Using Lrms effectively is a challenge and many who launch lrm boats haven't a clue how to employ them effectively. I see more birds wasted in matches than ever before. Clan use goes double for that. Using them well means I can lay down over 800 damage and have some left at the end of match. And yes its entirely possible to do that and not have one kill. If you can do that consistently your much more effective for your team than kill stealing LRM boats. I look to hurt and suppress activity not kill. Lrms are support weapons.
Most LRM deaths are preventable by use of tactics too but not many think of that when they go rabbit hunting and tunnel vision sets in. If you lose situational awareness because you must get that kill its your own fault not the missiles.

#56 Novakaine

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Posted 04 October 2014 - 08:09 AM

Poppa told me back in 3025.
"Son don't be the target."

#57 Wolfways

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Posted 04 October 2014 - 08:21 AM

View PostNicolai Kabrinsky, on 04 October 2014 - 07:48 AM, said:

Did we really go 3 pages before someone said "Learn 2 Play"? That's pretty neat.

But yeah, that has absolutely nothing to do with it. Even though "L2P" has been regurgitated by every meta player since the dawn of MWO, and before.
Raven 3L Streakboat? L2P.
Splatcat? L2P.
Jagerbomb? L2P.
LLStalker? L2P
PPCStalker? L2P
Highlander poptart? L2P

My only consolation, I suppose, is that everyone who played those builds kept saying "L2P" and "Everything is fine, just deal with it", but PGI was good enough to nerf each and every one of those. And they will fix the LRM problem too, in time. Just like they'll fix the Dakka Wolf, in time. But meanwhile, I guess people are gonna keep saying "L2P" and playing their metabuilds.

Whatever floats your boat.

lol metabuilds. I play stock mechs.
If some people have no problems and some have where would you say the problem is? I never had a problem with dying, or even taking much damage by LRM's...even in a 53kph Stalker.
I was killed by LRM's last week. It was on HPG manifold in my Dire Wolf. I move too far away from cover and paid for it when just about the whole enemy team concentrated on me.
The time before that was a few weeks ago on Alpine...in my Stalker i think. I walked too far away from cover while chasing after an enemy mech and took a hell of a lot of damage from LRM's.
You know how i remember these matches in particular? Because taking much damage from LRM's was extremely rare before the clans release. Now, with clan mechs carrying launchers instead of just one or two LRM IS boats per team i have to actually think about where LRM's could come from. LRM's are still a bad weapon but at least they do some damage to me now...and I'm happier for it.

Oh and dakka-wolves are not a problem...they are bad mechs which spread damage and are easily avoided. 2xGauss/2xPPC on the other hand can be a problem for lights.

Edited by Wolfways, 04 October 2014 - 08:29 AM.


#58 Wolfways

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Posted 04 October 2014 - 08:28 AM

View PostCeltic Warrior, on 04 October 2014 - 08:07 AM, said:

Yeah that's just wrong!!

Why?

#59 RustyBolts

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Posted 04 October 2014 - 08:31 AM

2 years of QQ about LRMS when they are easy to avoid on almost every map. Its called ECM, AMS, cover and common sense.

#60 Tesunie

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Posted 04 October 2014 - 08:36 AM

View PostWilliam Conrad, on 04 October 2014 - 04:58 AM, said:

...with Clan LRMs having half the tonnage of the IS LRM...

We need better protections against these LRM rains. Like more AMS on mechs or chaff pods.


I'd like to point out something here. Yes, clan LRMs (and weapons in general) tend to weigh less than IS versions, but you also have to keep in mind that often IS mechs have more tonnage (depending upon engine/loudout) for weapons. Clan weapons need to be a little lighter if they are going to even fit anything in their mechs most times.

As far as protection against LRMs, have you personally used LRMs? There are plenty of protection as of the moment against LRMs.
- ECM: Provided UAV, NARC or TAG is not on you, or an enemy mech with BAP is not near you, this is just about immunity to LRMs.
- AMS: A single AMS system will eat an LRM5 launcher, making the LRM5 a waste to take. 2 AMS can eat an LRM10 to LRM15 launcher, making those weapons useless to take. If your teammate also have AMS, and you all stay together... you can easily disrupt up, or beyond, 80 LRm salvos. If it's a clan LRM? That is even more LRMs your AMS system ca eat up. (Clan LRMs are more susceptible to AMS, thus AMS is more effective at knocking them out.)
- Cover: Cover can break line of sight, which makes the LRM mech loose lock. Tall cover can completely block LRMs as well. Tunnels and areas with pieces of terrain above them (such as the dock in Crimson Strait, or the center of HPG) grants immunity to it, all while you can even still see and shoot back on the LRM user. Cover is also effective against direct line of fire weapons.
- Radar Dep: If your opponent LRM user doesn't have advance target decay, as soon as you break line of sight, you break the lock. This module also plays havoc with UAV I seem to find, and NARC at times. Sometimes, you can even still shoot a target while being only partly in cover, and somehow Radar Deprivation will drop the lock, even though your opponent can still see just shy of 50% of your mech.
Movement: Though it isn't 100% proof anymore, moving perpendicular to the source of the LRMs will still negate some of the damage. If you can move perpendicular to the LRM source, while breaking line of sight/lock, then you can often easily avoid all LRMs tossed at you.
- UAVs: If you see these in the air above you, or you suspect the enemy is using one and look up and see it, shoot it down. Once its been shot down, not only do you (I believe) get some C-bills and experience for doing so, but you also shut it down and it's ability to see targets from above. You can also just move out of it's limited range and ignore it from there too.
- If someone is using IS LRMs, and they are alone, get close to them. LRMs have a 180m minimum range. Get witihin that range against a lone LRM mech, and you probably can eat them with no farther damage to yourself.
- Oops. We can't forget about the AMS overcharge modules either here. They really do a number on LRMs as well, as you can make them shoot faster and at longer ranges, which means even more LRMs get shot out of the air before they hit you.
- Light mechs are still a pain for LRMs to hit. They are fast, and many of the trailing LRMs that are tracking still tend to hit the ground. A light mech with ECM... well... It's a stacked effect.
- Shutting down: Though, shutting down will break the lock, they will continue to travel to the last spot the LRMs had a lock on you. This means that shutting down isn't normally effective to counter a volley of LRMs. However, if one also has JJs, one can jump up, shut down quickly in the air, and fall to the ground. This leaves the LRMs tracking a target in the air still, making all the LRMs potentially fly harmlessly over your head.
- I'm sure there are more...


As you can see, LRMs have a lot of counters. Actually, LRMs are the only weapon in the game with any counters (besides tactical movement/cover) at all. They use to be the only weapon with any buffs, but now all weapons can get buff modules as well. Often times, the LRMs also could use expensive and weighty buffs (Artemis/TAG/NARC/BAP/UAV/Etc) to be truly worth while to even take, which leads people to committing a lot of weight (for weapons, buffs and ammo) to their LRM launchers. This tends to leave them with very little close range defenses most times, and maybe even an XL engine (so aim for the sides of these LRM mechs, and they may just die).

To those that say LRMs are OP, I wish to challenge them to play an LRM based mech in public PUG play. See how effective you feel you are. If you really wish to take a challenge, take your LRM mech against a friend and 1v1 or 4v4 people, one side with LRMs and another without. (Stock Mech Monday has shown that LRMs are more effective in a larger group. The smaller the group, the less effective they are before the enemy get too close.) I love my LRMs, but I must admit that my direct fire weapons/mechs get far more kills and component destructions than my LRMs ever do, but my LRM mechs tend to deal more damage (all over my targets and not in any concentrated section of my opponent).





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