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Stand By For A Major Lrm Nerf...


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#121 Joseph Mallan

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Posted 28 October 2014 - 04:50 AM

View Posto0Marduk0o, on 28 October 2014 - 04:47 AM, said:

Indeed, they spread but they all hit the target the same way as if the LRM boat itself has LoS.
I want them to do more like area damage around the actual target which would be significantly less than now.
There must be a difference in damage between direct/narc or tag supported fire and indirect fire with only hitting [R].

Oh I like this! B)
on TT it would be called "Attacking the Hex" :)

#122 Widowmaker1981

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Posted 28 October 2014 - 04:58 AM

View PostPhoenixFire55, on 28 October 2014 - 04:21 AM, said:


As I seem to keep saying, our devs can't balance two identical bricks if their life depended on it.

LRMs aren't good against bads, everything is good against bads. LRMs aren't terrible against people who know how to play, because people who know how to play are very often surrounded by a vastly outnumbering bunch of bads, which makes LRMs good against them still.

The game is being balanced for bads and PGI said so many times and done things that prove it. They can not balance the game for upper tiers because they have zero comprehension of those tiers.


Does that bunch of bads magically prevent the good player from using cover? i don't think so. Cover is completely OP vs LRMs :P

#123 o0Marduk0o

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Posted 28 October 2014 - 05:01 AM

View PostWidowmaker1981, on 28 October 2014 - 04:58 AM, said:


Does that bunch of bads magically prevent the good player from using cover? i don't think so. Cover is completely OP vs LRMs :P

Problem: Not every map has (enough) cover. When half the team is spread across the map but still able to target one mech, only because the spotter uses R, then something is wrong. We have to talk about the edge cases.

#124 rageagainstthedyingofthelight

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Posted 28 October 2014 - 05:02 AM

View PostKilo 40, on 27 October 2014 - 11:38 PM, said:

I just have to laugh...

"Hey guys! Good news! We just made team work earn you more c-bills! TAG and NARC now give more earnings and XP, just like you wanted!!!"

couple days later

"whoa..what's up with all the LRMs? looks like they need a nerf or something..."


You win, everyone else go home

#125 rageagainstthedyingofthelight

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Posted 28 October 2014 - 05:07 AM

If everyone carried AMS (and all mechs can) there would be no LRM problem. But all the min / maxers would rather use that 1.5 tons for another heat sink or a little more ammo.

LRM's are the one weapon that has 5 ways of countering it (ECM, AMS, Radar Derp, minimum range, and not standing still in the open).

If you can't manage one of those, then maybe you deserved that LRM shower you got.

#126 Joseph Mallan

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Posted 28 October 2014 - 05:07 AM

View PostKavoh, on 28 October 2014 - 12:02 AM, said:

IF you can get them off, they are ridiculous and obnoxious. IF

I absolutely hate getting railed by them endlessly when 8/12 mechs on the enemy team are running 2-4 LRM10+s (I am looking at you mr specific lrm toting premade tonight) when my team has literally no ECM. Even with 1 or 2 ECM mechs, they were tagging and narcing so it would have only done so much. To compound the issue, it was caustic and canyon network. It's not always that bad, but thats the prime example of why they CAN be bad/overwhelming.

On the other hand, I absolutely despise USING them despite the awesome idea behind LRM systems. Locks constantly flicker back and forth wasting your time trying to lock because ECM/LoS/CaptainBlockYouInaFatlass, or they clip terrain as they make sporadic adjustments out of nowhere, and its just all around the least intuitive weapon system in the game.

When the stars do align (which they align far more and far easier for LRMs than getting a good round with other systems) I feel terrible and sickly when I just chain LRM in my MDD, a DWF or Atlas into the ground from 100-0 without losing a lock because they literally CANNOT get away from them and their ECM is occupied, dead, and/or doesn't exist.

TLDR, I feel they are insanely stupid on both the receiving and delivering end. I can't really think of any way to really nerf/buff them without breaking them in a positive or negative way. One match its ******** OP and I do 800-1000 damage in my MDD, and the next I am 200~ damage, cant get a lock for more than 1 second despite them being right in front of me, and end up getting rushed by Team Gauss.

If we touch ECM (which it NEEDS to be done in some way eventually.. its just too broken atm) LRMs will cross over into the asinine department in their current form. But if we nerf them without touching ECM, it will go full on into the "this weapon is garbage and completely useless" garden.
I had to stop reading here. You hate it when the enemy comes prepared to work together and me effective at all ranges/conditions? Shame on a team being a cohesive team! :rolleyes:

Gosh maybe the military should stop issuing M-16s to almost every infantryman! :rolleyes: :rolleyes:

Edited by Joseph Mallan, 28 October 2014 - 05:08 AM.


#127 Funkadelic Mayhem

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Posted 28 October 2014 - 05:09 AM

View PostJoseph Mallan, on 28 October 2014 - 04:50 AM, said:

Oh I like this! B)
on TT it would be called "Attacking the Hex" :)

ill translate...


"on top of thy wood for holding objects it was once yodeling attack thy devil worship. " :P


still makes no since. We young people dont get or care about TT.

#128 Kilo 40

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Posted 28 October 2014 - 05:09 AM

View Postrageagainstthedyingofthelight, on 28 October 2014 - 05:02 AM, said:


You win, everyone else go home


where's my cookie?

#129 PhoenixFire55

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Posted 28 October 2014 - 05:09 AM

View PostWidowmaker1981, on 28 October 2014 - 04:58 AM, said:

Does that bunch of bads magically prevent the good player from using cover? i don't think so. Cover is completely OP vs LRMs :P


Except that 90% of cover that stops direct fire doesn't stop LRMs due to high arc and "chasing" capability when they follow you around cover. What I meant was blocking, not supporting the push when needed, not providing ECM cover and so on. Generally bads just die quickly leaving the rest of the team greatly shorthanded. Problem is that the other team might have exact same bads sporting LRMs. You can be a baddie and be useful to the team when you use LRMs, while same time you can't be a baddie and be useful with other weapons. That is where major imbalance is if you ask me, seemingly balanced teams in terms of "skill" or lack thereof suddenly become unbalanced when one team has LRMs and other doesn't.

#130 rageagainstthedyingofthelight

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Posted 28 October 2014 - 05:09 AM

Not to mention all the proposed fixes in this thread will only screw the IS mechs. Clans can use them as direct fire, because they have no min range, so if a mech face smashes you, they can at least shake his screen while you re-position.

#131 Mechwarrior Buddah

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Posted 28 October 2014 - 05:10 AM

LRMs arent ever allowed to be viable weapons by this playerbase.

#132 Kilo 40

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Posted 28 October 2014 - 05:11 AM

View PostPhoenixFire55, on 28 October 2014 - 05:09 AM, said:


Except that 90% of cover that stops direct fire doesn't stop LRMs due to high arc and "chasing" capability when they follow you around cover.


*facepalm*

turn left or right 90 degrees, then back up. viola, no "chasing" LRMs.

#133 Mechwarrior Buddah

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Posted 28 October 2014 - 05:12 AM

View PostPhoenixFire55, on 28 October 2014 - 05:09 AM, said:


Except that 90% of cover that stops direct fire doesn't stop LRMs due to high arc and "chasing" capability when they follow you around cover. What I meant was blocking, not supporting the push when needed, not providing ECM cover and so on. Generally bads just die quickly leaving the rest of the team greatly shorthanded. Problem is that the other team might have exact same bads sporting LRMs. You can be a baddie and be useful to the team when you use LRMs, while same time you can't be a baddie and be useful with other weapons. That is where major imbalance is if you ask me, seemingly balanced teams in terms of "skill" or lack thereof suddenly become unbalanced when one team has LRMs and other doesn't.


learn to play please. Cover 100% stops LRMs as does powering down when behind cover

I run neither AMS not ECM.

I play only assault/heavy. Why am I not being routinely melted by LRMs?

#134 Joseph Mallan

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Posted 28 October 2014 - 05:13 AM

View PostFunkadelic Mayhem, on 28 October 2014 - 05:09 AM, said:

ill translate...


"on top of thy wood for holding objects it was once yodeling attack thy devil worship. " :P


still makes no since. We young people dont get or care about TT.

You should without it, you wouldn't have MechWarrior. :P

Don't forget you too will someday be in my seat Future OLD MAN! :lol:

#135 Funkadelic Mayhem

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Posted 28 October 2014 - 05:14 AM

View PostJoseph Mallan, on 28 October 2014 - 05:13 AM, said:

You should without it, you wouldn't have MechWarrior. :P

Don't forget you too will someday be in my seat Future OLD MAN! :lol:

LOL! you are my friend!

#136 Widowmaker1981

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Posted 28 October 2014 - 05:15 AM

View Posto0Marduk0o, on 28 October 2014 - 05:01 AM, said:

Problem: Not every map has (enough) cover. When half the team is spread across the map but still able to target one mech, only because the spotter uses R, then something is wrong. We have to talk about the edge cases.


soo.. LRMs should be useless on EVERY map.. i see. They are terrible in most situations, so being good in a few is fine imo. Its ok if you die sometimes without being able to stop it, that is not a thing that should never happen. It affects other weapons too, a brawler with SRMs and AC20 is screwed on Alpine but in a great spot on river city.

Standard medium range engagement on Crimson straight with LRMs vs Gauss/AC/PPCs: LRM user gets lock, fires missiles. while missiles in the air, target pummels LRM user (or someone else if he can't see him) with direct fire, strafes back behind building. LRMs impact harmlessly. Rinse, repeat. Almost every map has good LRM cover, you just have to understand that you need to be RIGHT next to the cover, not 3 mech lengths behind it, because firing arcs.

edit: sometimes, when you are in a big mech and the cover is not quite high enough, even if you hug it 5% of the missiles will hit you, making you *think* the cover isnt working. It IS, its reducing the damage by 95% (and additionally making the LRMer think he is hitting as his curser flashes, so he will keep wasting his ammo into the side of a rock)

Edited by Widowmaker1981, 28 October 2014 - 05:18 AM.


#137 Blakkstar

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Posted 28 October 2014 - 05:15 AM

View Postprocess, on 27 October 2014 - 11:03 PM, said:

LRM 4.5
LRM 9
LRM 13.5
LRM 18

fixed ez


Actually, yes. TT rules have a missile hits table based on a die roll which causes missiles to hit in general around 75% power. That's what keeps missiles from being OP.

Spotting for indirect LRM fire should also be significantly harder, like requiring the spotter to maintain a hard lock as if firing streak SRMs until the LRMs hit.

#138 Mechwarrior Buddah

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Posted 28 October 2014 - 05:17 AM

View PostFunkadelic Mayhem, on 28 October 2014 - 05:09 AM, said:

still makes no since. We young people dont get or care about TT.


Theres this game called Hawken. No TT there

View PostBlakkstar, on 28 October 2014 - 05:15 AM, said:

Spotting for indirect LRM fire should also be significantly harder, like requiring the spotter to maintain a hard lock as if firing streak SRMs until the LRMs hit.


They DONT?!

Cause when Im direct firing those LRMs, a lock is required to be kept till they hit, if the spotters can fire and forget locks, then thats bullshit

#139 Funkadelic Mayhem

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Posted 28 October 2014 - 05:17 AM

View PostMechwarrior Buddah, on 28 October 2014 - 05:15 AM, said:


Theres this game called Hawken. No TT there

there is this thing called altitude, it far above your head.

#140 Mechwarrior Buddah

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Posted 28 October 2014 - 05:18 AM

View PostFunkadelic Mayhem, on 28 October 2014 - 05:17 AM, said:

there is this thing called altitude, it far above your head.


Mechwarrior without TT = not Mechwarrior. I was directing you to a game like that.





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