

Stand By For A Major Lrm Nerf...
#241
Posted 28 October 2014 - 07:22 AM
#242
Posted 28 October 2014 - 07:23 AM
KraftySOT, on 28 October 2014 - 06:53 AM, said:
Indirect fire isnt terribly effective. Even LRMs themselves arent terribly effective. Bringing a lance full of LRM mechs against something that doesnt have them is usually a bad idea.
4 Archers and a Raven against 4 Victors and a Locust will end badly for the Archers.
They have guidance, but look at the rules two things pop out the +1 to hit modifier and the fact the spotting unit cannot make ANY attacks.
Personally, I would like to see a bit bigger spread for indirect fire particularly where Clan LRMs are concerned with their ripple fire launchers. Clan LRMs marked the return of the washing machine simulator, so a bit less impulse on all LRMs would be appreciated, as would the removal of forced motion blur. I get enough from cockpit shake, forcing the feature on is insult to injury.
#243
Posted 28 October 2014 - 07:24 AM
#244
Posted 28 October 2014 - 07:25 AM
Mechwarrior Buddah, on 28 October 2014 - 06:12 AM, said:
We already have MRMs, but for some reason they have a 270M range.
mogs01gt, on 28 October 2014 - 06:15 AM, said:

Can I have 10% MOAR WUB?
Anyhow, if you're going to touch LRMs, be sure to touch the Magic Jesus Box first. They can't direct fire without being terribad, and you can't get locks even if you have LoS because of the Magic Jesus Box.
They are a rather terrible weapon. If you remove their indirect fire, you'll have to make them useful as direct fire weapons.
Fixing the whole Jesus Box issue would make them usable for LoS targeting without paying the tonnage taxes.
Nathan Foxbane, on 28 October 2014 - 07:23 AM, said:
Spotters CAN make attacks, but that makes the indirect firer get a +1, as well as the spotter.
#245
Posted 28 October 2014 - 07:26 AM
Nathan Foxbane, on 28 October 2014 - 07:23 AM, said:
Personally, I would like to see a bit bigger spread for indirect fire particularly where Clan LRMs are concerned with their ripple fire launchers. Clan LRMs marked the return of the washing machine simulator, so a bit less impulse on all LRMs would be appreciated, as would the removal of forced motion blur. I get enough from cockpit shake, forcing the feature on is insult to injury.
No argument here.
#246
Posted 28 October 2014 - 07:28 AM
Or a Direwhale, they are kinda problematic for the whales.
#247
Posted 28 October 2014 - 07:30 AM
I've notice lately that lrm boats in pug drops are getting smarter about their positioning and awareness of enemy ranges and if they are in cover. That increase in skill can make it difficult to deal with LRMs for inexperienced players.
#248
Posted 28 October 2014 - 07:32 AM
Countering them is annoying. Sitting behind cover waiting for the mechballs to collide...IE Sitzkrieg...is boring as hell, and annoying.
Even avoiding LRMs is as annoying as getting killed by them.
#249
Posted 28 October 2014 - 07:33 AM
Ace Selin, on 28 October 2014 - 06:44 AM, said:
and halve the tonnage of all LRM launchers? or they would just be a stupid tax.
#250
Posted 28 October 2014 - 07:45 AM
I don't even bring AMS anymore the LRMs are such junk. You just duck into cover and power-down for 3 seconds. LRMs spoofed, problem solved. Then you go get the LRM shooter as possible or have your team take them out with their own LRMs. I am talking about PUG teams.
I also stripped the LRMs off all my primary mechs except if I have space I don't know what else to do with. LRMs need a line of sight buff actually, and TAG does nothing at all now. LRMs never get kills anymore, just a light assist. They are already junk. Trust me they can be nerfed no farther unless you just want players to never use them like the Gauss Rifles that could not be balanced.
It's just all the Clan mechs can carry LRMs as a back-up so you may see a lot, but I told PGI this already before the Clans even arrived and they nerfed the Gauss Rifles and PPC anyway which are a very nice counter to LRMs. It's that old long range phobias. Makes MechWarrior tactically complex. Too complex though? No. You learn it fairly fast.
#252
Posted 28 October 2014 - 07:53 AM
The only time I ever have trouble with LRMs is when I am out of position, and that's my own fault. I can live with that. I wouldn't mind seeing a reduction to screen shake and/or explosion size. Six LRM5s make it impossible to see anything, and I am not sure that's in the spirit of the game. I could be wrong, though.
There is one change I could get behind, and forgive me if it's been mentioned. Perhaps reload speed could be impacted by a mech's throw-weight, i.e. the number of missiles it can launch at once. Or possibly even based on the total number of launchers. Or both. I suppose it could be a similar mechanic to ghost heat - and that's not to say I want more ghost heat or even base heat for LRMs. What I am thinking is that the higher number of missiles one can launch at once increases reload time. Obviously this would be in stages. An LRM70 Warhawk would have a slower reload time for all its launchers than a Catapult with two LRM20s. The LRM5 launchers on a six LRM5 Catapult would have a slower reload time per launcher than a mech with one LRM5. I don't know though. Most of you cats are a lot smarter when it comes to the game mechanics than I am, so perhaps this is a terrible idea. But I'm not much of a fan of reducing/nerfing the LRM on the whole, either though a nerf to its damage/speed/heat/etc. Some sort of mechanic that would impact reload time based on the number of launchers/missiles fired could balance boating to some degree. In any case, I would prefer to see whatever changes they make applied to the test servers before pushing it to the general population. We've seen too many wildly swinging changes to LRMs already. Historically they've become either overly-powerful or completely ineffective.
Edit: I rarely use AMS now, which is how little I am worried about LRMs. It's not worth the reward for my play style.
Edit: Good ole forum moderation. Make it like it never even happened. Amiright or amiright?
Edited by Josef Koba, 28 October 2014 - 08:27 AM.
#254
Posted 28 October 2014 - 07:58 AM
KraftySOT, on 28 October 2014 - 07:50 AM, said:
Because being in the ball, and sitting around, directly leads to more pay, more xp, and not getting stomped.
Not horrible. For my own purposes, do you have ANY complaints about the game?
Needs more maps, map geometry needs fixing in all cases
Inability to install Endo/Ferro relegates lots of clan chassis to 2nd tier status forever behind the ones that got it.
ECM is far too powerful, needs a complete re-work
Class 1 jumpjets in particular, and all JJs in general feel very anemic (if you want to stop poptarting fine, but dont make JJs terribad for mobility in the process)
#255
Posted 28 October 2014 - 08:01 AM
But why do things like getting a Radar Deprivation Module or run AMS when you can come to the Forums and ask for a nerf? I wish I had more faith in PGI on balancing weapons and mechs.
#256
Posted 28 October 2014 - 08:05 AM
Zolaz, on 28 October 2014 - 08:01 AM, said:
...no dual AMS won't help you.... made eye contact with a Champion in my Atlas K......my AMS was incredible useless in killing those LRMs...ok was a while ago - when missiles fly direct into your CT
#257
Posted 28 October 2014 - 08:06 AM
Joseph Mallan, on 28 October 2014 - 07:52 AM, said:

That and a 5th of Jack Daniel's was $170 US!

1st ID 7th bde here,. Got sent to West Germany for REFORGER (which we played SSIs knock off the day it came out in the barracks, cool playing something we were in the field doing) then Somalia for some hot summer fun.
Thats insane. JD was 8 dollars for a 5th in Wiesbatten. Local brews were practically free, but tasted like the worst thing youve ever put in your mouth. Im just not much for fruit and veggies in my beer lol. Oh your local brew is infused with oranges eh? Ill have a Guinness. Thanks.
#258
Posted 28 October 2014 - 08:10 AM
Karl Streiger, on 28 October 2014 - 08:05 AM, said:
I put both the AMS overload and AMS range extender on my K, and it is hilarious how many missiles never get close.
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