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Narc Game Breaking Cheat


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#21 Bigbacon

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Posted 04 October 2014 - 06:45 PM

View PostThat Dawg, on 04 October 2014 - 06:17 PM, said:

GET COVER!!

Great advice, however, about half the maps really dont have adequate cover.
folks get narc'd when they MOVE from one cover to the next


I'd MUCH perfer some kind of notice in the HUD I got narc'd.....I know I'm overheating/incoming/running out of/cored......but I dont know I got narc'd? Seriously?


what do you mean they don't have adequate cover? they have TONS.

#22 Kjudoon

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Posted 05 October 2014 - 12:03 AM

View PostBigbacon, on 04 October 2014 - 06:45 PM, said:


what do you mean they don't have adequate cover? they have TONS.

I know that and you know that, but when you never look UP to see the missiles after you think you're protected... you're clueless and missiles are 'magic'.

It's like why do only semi drivers worry about overhead clearance? Because they HAVE to. And it's also why clueless camper drivers sheer the top off their vehicles and sit there dumbfounded they didn't go under.

#23 Willard Phule

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Posted 05 October 2014 - 02:59 AM

I thought all of this was covered in the tutoria....erm.....yeah.

Well, I'm sure there's SOME kind of written guide out there, hidden somewhere in the forums that would have explained all of that. Must be the OPs fault for not having read, understood and applied written instructions.

#24 AlphaStruck

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Posted 05 October 2014 - 10:20 PM

OK, wrong argument. This problem starts and ends with the massive boost to LRM's done a while ago. The missles are meant as a softening weapon and approach. Somehow it has been deemed a 3rd primary weapon class. Slow the missles back to slightly above the original correct speed and adjust AMS accordingly. Remove the radar dep module(the equivalent of a rock beats paper system needed to fix the boost screwup, all weps/equip should be a boost in one area not a must have superpower). AMS should be the primary defense against LRM's not some gimmick or the common "Find cover or ECM" nonsense thrown out by people needing the LRM's for challanges and cash grinding. Slowing the LRM's slightly less and adding to damage but cutting recycle to 40-33% is also a excellent option. This allows useful boating but leaves you with some disadvantage ,given a AS7 could close on you, not to mention being seen no longer equates death or massive damage, merely a good smack to force you to cover. Any of this would stop the LRMaggedon that comes with every tourney and make the NARC conflict void. SOLVE THE ROOT PROBLEM. Makes for a more fun, tactical and better balanced game.

Edited by AlphaStruck, 05 October 2014 - 10:24 PM.


#25 Kjudoon

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Posted 05 October 2014 - 11:16 PM

View PostAlphaStruck, on 05 October 2014 - 10:20 PM, said:

OK, wrong argument. This problem starts and ends with the massive boost to LRM's done a while ago. The missles are meant as a softening weapon and approach. Somehow it has been deemed a 3rd primary weapon class. Slow the missles back to slightly above the original correct speed and adjust AMS accordingly. Remove the radar dep module(the equivalent of a rock beats paper system needed to fix the boost screwup, all weps/equip should be a boost in one area not a must have superpower). AMS should be the primary defense against LRM's not some gimmick or the common "Find cover or ECM" nonsense thrown out by people needing the LRM's for challanges and cash grinding. Slowing the LRM's slightly less and adding to damage but cutting recycle to 40-33% is also a excellent option. This allows useful boating but leaves you with some disadvantage ,given a AS7 could close on you, not to mention being seen no longer equates death or massive damage, merely a good smack to force you to cover. Any of this would stop the LRMaggedon that comes with every tourney and make the NARC conflict void. SOLVE THE ROOT PROBLEM. Makes for a more fun, tactical and better balanced game.


In all seriousness, I have some questions.

1. What do you expect LRMs or missiles in general to do on the battlefield?

2. Do you expect missiles should kill targets? If so, how and why?

3. Do you believe AMS should be a complete and total defense against missiles launched at a mech?

4. What role should cover be playing in MWO? Essential or Non essential?

Edited by Kjudoon, 05 October 2014 - 11:24 PM.


#26 PhoenixFire55

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Posted 05 October 2014 - 11:21 PM

Narc is perfectly fine and does what it is supposed to do.
LRM flight arc should be adjusted tho, most maps provide little to no cover from LRMs.

#27 RazarG

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Posted 05 October 2014 - 11:26 PM

Yea, its hard to get away from narc when you are in a bad place. It can be disheartening getting rained on for 20 seconds and then it's match over. Its all part of it, it wont happen every match and relies on a lot of factors . Like
  • enemies have to have LRMs
  • Can be cancelled by ECM (you and your team)
  • Can be negated by the right type of cover
  • Can be negated by AMS (you and your team)
Keep in mind that narcing is also fine art. Not all of us can be successful at it. Requires patience and a good aim and a mastery of light mechs. Most bad narcer's will die shortly after letting one off.

#28 Kmieciu

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Posted 05 October 2014 - 11:44 PM

View PostAlphaStruck, on 05 October 2014 - 10:20 PM, said:

OK, wrong argument. This problem starts and ends with the massive boost to LRM's done a while ago. The missles are meant as a softening weapon and approach. Somehow it has been deemed a 3rd primary weapon class. Slow the missles back to slightly above the original correct speed and adjust AMS accordingly. Remove the radar dep module(the equivalent of a rock beats paper system needed to fix the boost screwup, all weps/equip should be a boost in one area not a must have superpower). AMS should be the primary defense against LRM's not some gimmick or the common "Find cover or ECM" nonsense thrown out by people needing the LRM's for challanges and cash grinding. Slowing the LRM's slightly less and adding to damage but cutting recycle to 40-33% is also a excellent option. This allows useful boating but leaves you with some disadvantage ,given a AS7 could close on you, not to mention being seen no longer equates death or massive damage, merely a good smack to force you to cover. Any of this would stop the LRMaggedon that comes with every tourney and make the NARC conflict void. SOLVE THE ROOT PROBLEM. Makes for a more fun, tactical and better balanced game.


LRMs are the "noob tube" of MWO. They are effective against new and inexperienced players. People that don't know where to stand and what to do. LRMs are surpassed by both short and long range direct fire weapons. I haven't seen any game this weekend won by LRMs. Each and every one ended in a close range brawl. I haven't died from LRMs even a single time, despite piloting the slowest mech on the battlefield without AMS, ECM and radar derp.

Once you've played each of the maps 100+ times you will know where the cover is. And the reason you don't run around in the open are not the LRMs and NARC. LRMs go 160 meters/second, you can easily evade them, or spread the damage all over your mech. The reason you stay in cover are the direct fire pinpoint weapons like Gauss or clusters of lasers. You don't get any warning before receiving a 88 damage alpha from a Dire wolf.

#29 Bigbacon

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Posted 06 October 2014 - 05:54 AM

i am always for LRMs getting two changes and this is from someone who does use them to boat at times. Obviously, they need to get away from the TT ruleset

1. Increasae the minimum range for both IS and Clan Make it like 250m to 300m
2. Remove the Clan minimum damage junk.
3. Maybe slow them down.

i think just increasing the minimum range would do wonders.

Edited by Bigbacon, 06 October 2014 - 06:01 AM.


#30 QuaxDerBruchpilot

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Posted 06 October 2014 - 06:56 AM

View PostIronwithin, on 04 October 2014 - 10:34 AM, said:

All that being said, it would be nice if the NARC'ed pilot would get some kind of warning about it so he or she can react quicker and eliminate the pointless search for some imaginary spotter or UAV they can't possibly find. I mean, my whole team AND the whole enemy team can see that I'm NARC'ed, why can't I ?


Yep. IMHO that's the real problem with NARC. If they can solve that ... wonderful!

#31 ImperialKnight

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Posted 06 October 2014 - 03:22 PM

View PostKotev, on 04 October 2014 - 09:21 AM, said:

Its ridiculous, you get Narced and everyone on the map within 1000m fire missles at you. Standing behind coverage doesn`t work becouse of the stupid LRM arc. Its literaly death sentence. Needs to be corected becouse it`s game breaker. There is no protection. I have tried powering down mech, doesn`t work either.


LOL, NARC working as intended

#32 White Bear 84

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Posted 06 October 2014 - 03:46 PM

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#33 Tesunie

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Posted 06 October 2014 - 04:39 PM

View PostKotev, on 04 October 2014 - 10:00 AM, said:

I respect all your opinions but for me every weapon or weapon system must have some counter-measure for balance purposes, i don`t see any for Narc and that is why i called it cheat.


I've already created a post addressing the "strength of LRMs", so I'm just going to requote it here.

But before I do:
NARC: It is a direct line of sight weapon, weighs as much as an SRM6, and each ton of ammo has very few shots. Most mechs that take this equipment normally hinder themselves greatly to help the team. NARC is also a slow moving projectile, really only useful on hitting things up close, unless you are standing still. They also have a hard 450 (I think) meter range, like all missiles.
I'd like to also mention that there are many places that LRMs can't get to, such as tunnels or underneath platforms. If you know the direction of the LRMs, a tall building can also help. If no cover is available, running perpendicular to to the LRM's path will also shake many of the LRMs into eating dirt behind you, the faster you are the better this works.

View PostTesunie, on 04 October 2014 - 08:36 AM, said:

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).


I am not certain shutting down while NARC is on will disable the lock. Last I knew, it will not. I'd like more concrete information on this though before I denounce or approve of shutting down when NARCed.

#34 AlphaStruck

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Posted 06 October 2014 - 05:26 PM

View PostKjudoon, on 05 October 2014 - 11:16 PM, said:


In all seriousness, I have some questions.

1. What do you expect LRMs or missiles in general to do on the battlefield?

2. Do you expect missiles should kill targets? If so, how and why?

3. Do you believe AMS should be a complete and total defense against missiles launched at a mech?

4. What role should cover be playing in MWO? Essential or Non essential?

Good questions!

1. LRMs should not be treated as a primary weapon system only as a auxillary added ability weapon. Missles should be used as a closing to target weapon, something every mech would benefit from carrying even in single smaller racks but would lose effectiveness and create larger and larger vulnerability the more boat like you become. Not to disable boating(very valid in team games with front line blockers as a artillery peice. The CPLT comes to mind)

2. Missles should deal damage and get kills! The damage should be a little more spread out and at a much MUCH lower DPS rate(burst damage could be somewhat higher). This gives the weapon a role. Right now they are a valide lone wolf, play by myself and still get the kills as missle boats have so few weaknesses. They have "some"... but running a boat you can EASILY out gun a directfire beast at 500m(not including the current clantech, another subject). The idea 2 equal mechs can stay at 500m and trade fire with the missle boat coming out remotely close is ludacris.

3.NO. A single mech should not be stopping all missles completely. The problem is that AMS is so deficient no one bother to spare 1.5t to carry it. Even dual AMS with both buffs does nothing. AMS also concentrates on the lead missle even after its passed a mech... It should be lockable to your front making sure its always shooting down relevant missles. Ammo counts need to be addressed as 4000 rounds lasts about 6m in a match with more than 1 missels boat. AMS needs to be buffed to increased range(10%), ammo(100%), and damage about 5%-15% with a targeting fix or minor upgardes to all with other option to increase your mechs anti missle output. This include module increases, upgrade opitons to AMS with c-bill cost( airburst with great anitLRM ability, frag ammo with excellent antiSRM ability but no LRM and with less ammo per ton or taking more slots per ton) and other options each with a trade off. Not immune but with the right setup and trade offs you and your team can ruin a boat lovers day.

4. Cover from missles is good choice. Should be more choices... right now its dont peak or get seen or you take 60+ damage.
Cover should be used until the team decides to move in or to another location but that movement shouldnt cost you a assault. We need far more tactical movement and repositioning to bring stratagy back into the game.

Note: Right now there is a rock, paper, scissors meta effect to the game. You bring this you win in this scenario, you bring this you win here... Balancing this single weapon will look like massive underpowering untill the massive balancing problems are fixed. All mechs should be tempted to bring a few lrms but boating in all its forms needs to be the oddball on the team... not the standard.

Do you believe they should be a primary weapon or common in boating? I honestly think it helps wuin gameplay but I may be in the minority here.

Edited by AlphaStruck, 06 October 2014 - 05:53 PM.


#35 Crockdaddy

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Posted 06 October 2014 - 06:21 PM

View PostKotev, on 04 October 2014 - 10:00 AM, said:

I respect all your opinions but for me every weapon or weapon system must have some counter-measure for balance purposes, i don`t see any for Narc and that is why i called it cheat . Domonecy sugested geting inside ECM envelope but what to do if there is no ECM in the team or is in the other side of the map. You all know that if isn`t below bridge or very very tall building you can`t cover successfully becouse LRM arc is nearly 90% angle. For me this is not ballanced well and all you can do is sitting helplessly and watching missles rain on you.



Here are your counters in no specific order ..

1. Direct Fire Weapons always greater than LRMs
2. ECM
3. Scouts preventing enemy Raven's / Kit foxes from easily narcing you.
3. Every map but Caustic / Alpine gives you a great deal of cover you can use.
4. Get under 180 meters.
5. Fast lights can often get into LRM boats back (Especially spider 5Ds).
6. Kit Fox 3 AMS builds

#36 Kjudoon

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Posted 06 October 2014 - 11:49 PM

<p>First off Alphastruck, thanks for some well thought out responses in this matter. It's something I think everyone can learn from about this as most people, I don't know consider what the actual role and intent of LRMs in the game is at this time. A lot of people operate from emotions (inspired by their last game usually) or are using it to foist their vision on the game of what they think it should be like, so this is good.</p>
<p> </p>
<p>

Quote

1. LRMs should not be treated as a primary weapon system only as a auxillary added ability weapon. Missles should be used as a closing to target weapon, something every mech would benefit from carrying even in single smaller racks but would lose effectiveness and create larger and larger vulnerability the more boat like you become. Not to disable boating(very valid in team games with front line blockers as a artillery peice. The CPLT comes to mind)
</p>
<p> </p>
<p>The LRM, just like a ballistic mech or energy mech should have a primary place on the battlefield of this game. Although Energy and Ballistic are almost... ALMOST interchangeable, the LRM is unique in that it is the only indirect fire weapon, and the only long range guided weapon. This grants it unique status that really should have a compliment for ballistics (like say Mech Mortars... oh please oh please...) and I don't know how you could do this for energy unless you employed a &quot;Honor Harrington&quot; style laser warheads which is not even close to lore in any way. Regardless LRMs unique characteristics make it an essential battlefield item, but it's current abilities relegate it to secondary or tertiary status when it easily could be king of the battlefield.</p>
<p> </p>
<p>One of the biggest problems right now with making LRMs as a secondary weapon is that the current design of the game makes using small volleys of the weapon nigh impossible. AMS scours the skies of any volley less than 20 in most cases, unless you have multiple mechs utilizing it. This means you have to choose to either make LRMs your main weapon, or ignore it, using something not affected by the LRM defenses. It's sad, but since I don't run a mech without LRMs 98% of the time trust me, I've been searching for this balance. Even LRM lights with 10-15 tubes are vastly underpowered except against groups that have little to no AMS at the time. It's been my complaint that the AMS system is causing the feast or famine nature of LRMs because of it's ability to reduce the weapon's functionality to nil for half the game encourages boating which leads to those endgames where the AMS runs dry and those LRMers out there start blasting things to shreds.</p>
<p> </p>
<p>With AMS in it's current broken uber state (broken because it shoots through scenery) a good solution to this would be to end it's targeting of missiles aimed at other friendly mechs. This would at least make the smaller LRM loads more functional in the game and encourage it's use as a backup pursuit or situational weapon (dug in targets that are well defended from DF weaponry). To further prevent boating, make the tube limits a hard limit so you end the 'rainbow' of doom coming out of mechs that traditionally never had the ability to boat.</p>
<p> </p>
<p>Certain mechs should always be allowed to boat, like certain mechs carry ECM, the others should have reduced capacity. There is no good reason why an atlas should be allowed to fire more than 25LRMs as some variant hardpoints allow. ON the other hand, the CPLT A1 should be blasting them non-stop.</p>
<p> </p>
<div>

Quote

2. Missles should deal damage and get kills! The damage should be a little more spread out and at a much MUCH lower DPS rate(burst damage could be somewhat higher). This gives the weapon a role. Right now they are a valide lone wolf, play by myself and still get the kills as missle boats have so few weaknesses. They have &quot;some&quot;... but running a boat you can EASILY out gun a directfire beast at 500m(not including the current clantech, another subject). The idea 2 equal mechs can stay at 500m and trade fire with the missle boat coming out remotely close is ludacris.
</div>
<div> </div>
<div>That's good to hear! :) Currently LRMs are spread very wide. Worse than an LBX in fact. On top of that, they took away all splash so it even impacts like the LBx. It never seems like it's very wide, but trust me, when you need that kill to happen, it's always just a little too spread out to be useful.</div>
<div> </div>
<div>I guess I don't understand the DPS complaint to be honest. My hit percentages without Artemis is around 20-30% over a few hunderd thousand fired. With Artemis, it goes up on average 5-15% per launcher. This is pretty abyssmal when compared to my energy and ballistic weapons which I confess I'm a lousy shot (hence why I Lurm). </div>
<div> </div>
<div>Missile boat weaknesses are the same as real world archers were. Lousy backup weapon, and unable to get away, usually from those who get among their ranks. They have to be good at remaining out of the line of fire if they want to survive, for although their armor is maybe quite good, they still have little ability to defend themselves, or the speed to get away. On my most effective LRM mech, I have a single ML (nicknamed &quot;The Mighty Medium Lazor of DOOOOOOM&quot; because it's been the dagger that won more than a couple matches) as my backup weapon. Normally though, I can't brawl my way out of a wet paper bag because I've devoted so much of the mech to the LRM game, and it is very fine doing that. So, to give the advice many of my teammates have said when they learn I'm against them... charge them. Get inside 180m and brawl them down. More often than not, you will win if they are devoted to LRMs.</div>
<div> </div>
<div>That is their critical weakness.</div>
<div> </div>
<div>As for running as an LRM lone wolf, you're right you're in trouble. The biggest limiting factor to an LRM mech is teamwork. If you get no cooperation, you can't help anyone either. I like to view LRM mechs like the archers or artillery units on the battlefield. You never take the field with just those troops. They are there to soften up targets, or lay waste to an area so the troopers can just walk through what is left with minimal resistance. OR if the troops end up in deep doo doo, they can soften the enemy up, scatter them or get those they cannot safely assault. If you don't have that vision with your other drop-mates, your options are limited as well. Does the soldier begrudge the cannon crew for knocking out a pill box or machinegun nest? No. That is what LRMs are for in MWO IMHO as it's primary role.</div>
<div> </div>
<div>
<div>

Quote

3.NO. A single mech should not be stopping all missles completely. The problem is that AMS is so deficient no one bother to spare 1.5t to carry it. Even dual AMS with both buffs does nothing. AMS also concentrates on the lead missle even after its passed a mech... It should be lockable to your front making sure its always shooting down relevant missles. Ammo counts need to be addressed as 4000 rounds lasts about 6m in a match with more than 1 missels boat. AMS needs to be buffed to increased range(10%), ammo(100%), and damage about 5%-15% with a targeting fix or minor upgardes to all with other option to increase your mechs anti missle output. This include module increases, upgrade opitons to AMS with c-bill cost( airburst with great anitLRM ability, frag ammo with excellent antiSRM ability but no LRM and with less ammo per ton or taking more slots per ton) and other options each with a trade off. Not immune but with the right setup and trade offs you and your team can ruin a boat lovers day.
</div>
<p> </p>
<p>Happy day! too many people don't get this. AMS shouldn't be a shield, it should be a reduction, and it does work. The problem is that it protects every friendly, not just you and that means you can burn through ammo fast, and be left without it when you desperately needed it. Also, it is broken in that it shoots through anything because of how it was designed, even if you are not in danger. Good LRM pilots also know to let the less skilled burn through the AMS of a target then roar in at the end with heavy salvos at a now unprotected target like the four horsemen making the target think that LRMs are OP, when it's just cagey play. IF, you ended AMS targeting for other mechs, I agree it would need a buff. But with it's broken status, plus protecting every friendly inside its bubble allowing for interlocking fields of fire, creating a temporary total shield, I can't agree much. </p>
<p> </p>
<p>Right now the rough formula is each AMS unit kills 4 LRMs per salvo, without it's module buffs, which can take it over 5-6. That's pretty good IMHO, and would eliminate an LRM5 launcher from any salvo with a buff, per unit. As you can see, this moves the minimum amount of missiles up that you need because you must factor in how many are consumed by AMS to make LRMs functional on the battlefield. The current bare minimum is 10, and even then... that's pretty lousy. If an AC20 was factored in the same way, it becomes an AC16/12/8 if shooting at a kit fox with the same speed as LRMs. Nobody'd bring an AC20 if this was the case. That being said, you also don't have the ability to bring 4-5 AC20s to the battlefield, nor has anyone the need.</p>
<p> </p>
<p>quite a different way to consider it, isn't it?</p>
<p> </p>
<div>

Quote

4. Cover from missles is good choice. Should be more choices... right now its dont peak or get seen or you take 60+ damage.</div>
<div>Cover should be used until the team decides to move in or to another location but that movement shouldnt cost you a assault. We need far more tactical movement and repositioning to bring stratagy back into the game.
</div>
<div> </div>
<div>That also begs the question what other defenses should exist? AMS lessens damage, ECM hides you in plain sight, cover stops missiles cold and conceals. There's the upcoming chaff module too if it gets implemented. We have concealment too in the forms of smoke snow and scenery which is a minor complication and meant more for DF or dumbfire weapon soft counters.</div>
<div> </div>
<div>This is just going to be a reality in the game as it is in real life. You don't poke your head out when it can/will get shot off, This is what makes the game more interesting to me in some regards, and frustrating in others. It is also what makes the unique aspects of the LRM more useful as it can go over low cover and drive out those poptarts making the game more mobile.</div>
<div> </div>
<div>I don't know if I would call LRMs a &quot;Primary&quot; weapon anymore than I would call a mortar crew or artillery unit a 'primary' weapon compared to infantry. They are essential IMHO and should not be cheapened because some people want to engage only in ritualistic duels without indirect or guided weapons fire. LRMs need to be improved a little more so it can make a valid contribution to competitive play. Yes this means they will be rougher on noobs and bad players as they are a feast/famine weapon... but then again, Artillery and similar weapons are pretty much the same way in real life. Consider the assault on Breacourt Manor from D-Day. That artillery was slaughtering troops on the beach, but a squad of infantry got among them and easily took them all out. Each weapon type should have it's special purpose and niche. This is very hard to do in MWO from what I see, but it shouldn't be overlooked in its importance on the game's battlefield. We shouldn't cheapen how they work because people whine either. It is what it is and that's a very simulationist attitude I have and feel that is for the betterment of the game, other than playing a game of catering to the impossible to please.</div>
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#37 Sudden

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Posted 07 October 2014 - 12:21 AM

View PostKotev, on 04 October 2014 - 09:21 AM, said:

Its ridiculous, you get Narced and everyone on the map within 1000m fire missles at you. Standing behind coverage doesn`t work becouse of the stupid LRM arc. Its literaly death sentence. Needs to be corected becouse it`s game breaker. There is no protection. I have tried powering down mech, doesn`t work either.

narcing , poptarting,lrms are all viable tactics . this thread is moot ,should be locked.

#38 Rogue Jedi

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Posted 07 October 2014 - 12:36 AM

If you think NARC is overpowered then I suggeest you take a fast light or medium, fit a NARC and try to use it then after using it for about 20 games decide if you still think it is overpowered, I doubt you will, here is why

There may not be any Mechs mounting LRMs on your team, so the NARC could be waisted space

the NARC missile is slow moving, requires line of sight and fires in a straight line, it is hard to hit a moving target with

it weighs 3 tones and only has (I think) 7 shots per ton, so devoting 5 tones to NARC on a light gets you 14 shots, which if you are lucky could get you some NARC asssists, where as SRM6 could get you 500 damage for those same 5 tones

NARC can be a great weapon for a scout if you know your team have LRMs or if you are after marking high priority targets, other than that, the UAV is way better

Edited by Rogue Jedi, 07 October 2014 - 12:37 AM.


#39 AlphaStruck

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Posted 07 October 2014 - 01:10 AM

Reply to:Kjudoon

I can see some of the arguements being made for fixed tube counts on mechs. (not something Ive thought of, could be worst/best solution). With different tube counts for SRMs and LRMs Id like to see that tried. I think a more simple fix is to just have the second volley from a oversized launcher fire much further apart. This slows the LRM launch time and gives the AMS more time to intercept. You can pop a LRM20 in a 5 slot but the recycles gonna kill you, not to mention stop your ability to impulse abuse people.

Should point out when I said spread I did not mean the spread of missles making more miss. Tighter grouping would be OK with the damage spread to more of your mech. Also the primary thing was more of primary weapon on your mech to be used in every instance, not primary on the field. I would like to tsee more LRMs on the field just not boated LRMs. Having a lob damage at the enemy over cover is a unique ability to the LRMs and should be used that way... not to spam in every engagement.

As for the AMS argument... theres where I have to totally disagree. Before I get into this I should point out that things like ECM should not a be a perfect defense, Simply having it increase lock time 2x-3x with shortened detection range but not hiding people could be a fix. Targets for LRMs shoud be easier to get. The Narc>ECM>LRM rock paper scissors thing should not be a dynamic of the game.

That said... AMS is almost useless at its given state. Dual AMS costing you 3 1/2 tons to last half a match is a horrible use of tonnage when it at most brings down 8-10 missles per volley with both weapon slots used. The standard missle volley is from 2-3 boats and at least 30-60 missles each(thats 75-80 missles that hit you min with 1 volley.). The damage reduction comes 90% from ECM and other lost lock instances. Shared AMS is a real ammo waster since you must be directly in front of a friendly at least 100m to so them real good. Do note the AMS has a best short range like any weapon meaning its burning A LOT of ammo while doing .1 damage to missle volleys. If AMS was the true OP anti missle option in the game... no one would be screaming about teams being screwed constantly by the MM by giving them no ECM mechs or using the magic excuse "use cover". At higher tier games (12mans Especially) NO ONE brings a AMS, let alone a buffed one because they understand it does to little to help vrs the added weapon weight they could have.

I also understand the real life comparison but if were going to make it real lets just nuke the other team from orbit and go home :D . Its a game and balance bring challenge and fun.You want people trying to engage at all times not hiding so their 5min search time leads to a pointless 2 min game. Go with that first.

Now thats only the current state. A longer recycle with bigger punch tends to still be my stance. Make it a more used weapon on the field but less boated. Again if the game ever gets a true balance look I.E. clan tech OP, 4x3 system, ghost heat, arty strikes, no tier player matching... and all the other things unaddressed for so long, we may both be wrong and NARC would be perfectly balanced. There are so many things skewing the results right now PGI cant "balance" anything till they fix the core breaks.

Bottom line:
My AWS-8R should not kill a AS7-K with dual AMS and modules in 11 seconds alone without ever seeing him.

Edited by AlphaStruck, 07 October 2014 - 01:19 AM.


#40 Keira RAVEN McKenna

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Posted 07 October 2014 - 01:27 AM

I think the issue may actually be the OPs definition of cover. There is plenty of cover that stops LRMs regardless of its arc. If you are behind the wrong type of cover you will get hammered. But behind the right type and you'll laugh at the wasted missles while turning to search for the NARCer





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