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Stand By For A Major Lrm Nerf...


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#241 VanillaG

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Posted 28 October 2014 - 07:22 AM

Oh the irony. PGI introduces the LRM cooldown modules which increase RoF by 12% and now Russ complains that there is approximately 10% more LRMs in the air. Change the LRM cooldown modules to LRM velocity modules and you would have 12% less LRMs in the air but the ones that are up are more maneuverable.

#242 Nathan Foxbane

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Posted 28 October 2014 - 07:23 AM

View PostKraftySOT, on 28 October 2014 - 06:53 AM, said:

I think in the lore they might have some guidance, but yeah, I think it uses the splash table, so it can miss by a few hexes, or maybe im thinking of Arrow IV and Thunder/Sniper/LongTom onboard.

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 Tuefel Hunden

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Posted 28 October 2014 - 07:24 AM

It must be time to nerf the Mad Dog again.

#244 Mcgral18

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Posted 28 October 2014 - 07:25 AM

View PostMechwarrior Buddah, on 28 October 2014 - 06:12 AM, said:

This sounds like we should be firing MRms then not LRMs.


We already have MRMs, but for some reason they have a 270M range.

View Postmogs01gt, on 28 October 2014 - 06:15 AM, said:

lol I want 10% less AC!! :P


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.

View PostNathan Foxbane, on 28 October 2014 - 07:23 AM, said:

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.



Spotters CAN make attacks, but that makes the indirect firer get a +1, as well as the spotter.

#245 KraftySOT

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Posted 28 October 2014 - 07:26 AM

View PostNathan Foxbane, on 28 October 2014 - 07:23 AM, said:

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.



No argument here.

#246 Lil Cthulhu

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Posted 28 October 2014 - 07:28 AM

The only, and I mean ONLY time LRMS are useful is when they're being used against a whiny moron who doesn't understand the concept of cover and never bothered with AMS or ECM.

Or a Direwhale, they are kinda problematic for the whales.

#247 Bulletsponge0

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Posted 28 October 2014 - 07:30 AM

Thing about LRMs is that they are very easy to use, but difficult to use effectively.

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 KraftySOT

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Posted 28 October 2014 - 07:32 AM

I have a ton of experience and LRMs are still annoying.

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 Widowmaker1981

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Posted 28 October 2014 - 07:33 AM

View PostAce Selin, on 28 October 2014 - 06:44 AM, said:

Remove Narc, slow down LRM ROF by 25%, increase heat on all LRMs by 25% as well and it will see LRMs in a better place within the game, more suited to the support role it should play.


and halve the tonnage of all LRM launchers? or they would just be a stupid tax.

#250 Lightfoot

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Posted 28 October 2014 - 07:45 AM

L2P.

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.

#251 Joseph Mallan

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Posted 28 October 2014 - 07:47 AM

View PostThe Boz, on 28 October 2014 - 06:56 AM, said:

...so only by firing an LRM will I understand how much the cockpit shakes when I get hit by one?
P.S. I own a CAT-A1.

I own a Jenner Sara... Doesn't mean I am an ace light pilot.

#252 Josef Koba

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Posted 28 October 2014 - 07:53 AM

I don't wish to see more nerfs. I have absolutely no problem with where LRMs are at the moment. They can range from wholly ineffective through use of ECM and terrain masking to very effective when coupled with good scouts and TAG/NARC. I know that many people think they are a skill-less weapon, perhaps because many new players gravitate towards them on account of their ability to fire without having to have great aim, unlike with direct fire weapons. But I contend that they do take some skill to use, especially in the ECM-rich environment. I have no problem with the boating of any weapon system, LRMs included. In fact, one could argue that LRMs are most (or even only) effective when there are multiple launchers because of ECM and the inability to maintain lock for a lengthy period of time against any decent pilot. This encourages LRM-centric pilots to increase their throw-weight.

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.


#253 Joseph Mallan

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Posted 28 October 2014 - 07:54 AM

View PostKalimaster, on 28 October 2014 - 07:15 AM, said:

So you don't like LRM's. Good. I plan on using more of them.

Psychological warfare. for. the. win!

#254 Widowmaker1981

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Posted 28 October 2014 - 07:58 AM

View PostKraftySOT, on 28 October 2014 - 07:50 AM, said:

And if you dont notice sitzkrieg, then its really obvious your complaints are going to be, not getting paid, not getting enough xp, and stomps.

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 Zolaz

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Posted 28 October 2014 - 08:01 AM

Get AMS, why not 2? Throw 4 tons of AMS ammo onto your duo AMS mech. Kill LRM players as they QQ in all chat about AMS being OP.

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 Karl Streiger

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Posted 28 October 2014 - 08:05 AM

View PostZolaz, on 28 October 2014 - 08:01 AM, said:

Get AMS, why not 2? Throw 4 tons of AMS ammo onto your duo AMS mech. Kill LRM players as they QQ in all chat about AMS being OP.

...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 KraftySOT

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Posted 28 October 2014 - 08:06 AM

View PostJoseph Mallan, on 28 October 2014 - 07:52 AM, said:

LOL We were the 5th MarDiv. We ate shrapnel and shat bullets! :lol:

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 rageagainstthedyingofthelight

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Posted 28 October 2014 - 08:10 AM

View PostKarl Streiger, on 28 October 2014 - 08:05 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


I put both the AMS overload and AMS range extender on my K, and it is hilarious how many missiles never get close.

#259 Mercules

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Posted 28 October 2014 - 08:11 AM

View PostDocBach, on 28 October 2014 - 06:52 AM, said:

Ghost locks. Make locks for indirect fire take longer dependent on the amount of missiles you can shoot in a salvo.


Someone wants to be run out of town on a rail. :D

#260 Joseph Mallan

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Posted 28 October 2014 - 08:12 AM

View PostMercules, on 28 October 2014 - 08:11 AM, said:


Someone wants to be run out of town on a rail. :D

Cause good ideas are seldom liked.





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