- Can't be aimed (as in, cannot be used to target specific components of an enemy mech - want to leg someone on the ground with them? Good luck!)


Stand By For A Major Lrm Nerf...
#321
Posted 28 October 2014 - 11:08 AM
#322
Posted 28 October 2014 - 11:15 AM
Edited by Funkadelic Mayhem, 28 October 2014 - 11:17 AM.
#323
Posted 28 October 2014 - 11:23 AM
#324
Posted 28 October 2014 - 11:28 AM
Kirkland Langue, on 28 October 2014 - 10:00 AM, said:
Now imagine if TT basically said "Any mech damaged by LRM has it's movement cut in half and has to roll twice for all to-hit rolls and chooses the worst result". That is basically the LRM rules we have to play with here.
Actually by TT terms it would be more like, "has a +1 to hit" Movement isn't penalized at all in MWO unless you are one of the people who can't move their mech without pointing it ahead and looking at their mech feet so they don't run into something.
Imagine, In TT if a mech took more than 20 points of damage over a turn(10 seconds) it would have to roll piloting or risking being knocked down. This was modified by how much damage over 20 and weight of the mech. Imagine your Timberwolf being hit by three LRM mechs while some other mech pumped an AC/20 round into it, then lying on the ground while those same rounds continued to fall on you.
#325
Posted 28 October 2014 - 11:29 AM
TB Xiomburg, on 28 October 2014 - 09:43 AM, said:
I can't wait til he gets dual gaussed, alpha streaked with a mad dog, AC40ed to the face, or so many more things. Be careful what you wish for from a inexperienced player.
Yep, I remember when he got hit and ambushed by splatcats. Then turned around and destroyed the viability of SRM's for over a year.
#326
Posted 28 October 2014 - 11:30 AM
ArtyomBrusilov, on 28 October 2014 - 11:23 AM, said:
Um... it will still be LRMs. People were still complaining about them when half the game had put away any mech with an abundance of Missile HPs.
#327
Posted 28 October 2014 - 11:33 AM
Greenjulius, on 28 October 2014 - 10:24 AM, said:
Giggling as you stand in the open with your ECM on counter and slowly walk towards an A1 LRM5 boat while pumping lasers into him isn't reason enough? How about when you stand on a ledge above the LRM mechs and eat most of their salvos as they launch them?
#329
Posted 28 October 2014 - 11:43 AM
Kilo 40, on 27 October 2014 - 11:57 PM, said:
It does...
He means being targetable.
Jimmy the Catapult chilling behind the hill lobbing lrms isn't targettable currently. If you're get LRMed, the computers should be able to coordinate trajectory or something and get a lock on the firer, allow return fire to the indirect firer.
#330
Posted 28 October 2014 - 11:46 AM
Brody319, on 28 October 2014 - 10:37 AM, said:
Missiles went up with the tag and narc rewards. So give AMS and ECM rewards too, and boom you will see lots of mechs bringing LRM counter systems.
currently if your team doesn't bring enough ECM then you are going to get LRM stormed to death before you can even push.
Wait wait...so AMS doesn't do anything...but if you add a reward people will mount it?
That doesn't make sense.
Here is how it is. AMS in small amounts is a soft counter to LRMs, AMS in mass quantity is basically a hard counter to LRMs.
People CHOOSE not to take AMS. There are a few reasons, one is there are a lot of us who realize how bad LRMs are and basically don't die to them unless we make a stupid mistake. Which we then learn from. I died to LRMs like once every 2-3 months when I played regularly.
Then there are the derps who don't take AMS, these derps don't take it to add that extra DHS or some Ammo, but they are so derpy that they can't deal with LRMs. So they die and come whine on the forums.
Considering the HUGE amount of derps in this game, if all of them mounted AMS, there would probably be 6-10 AMS per team per game, thus negating LRMs.
But no, they are derps, kind of like you. Adding rewards might drive them to mount AMS, but that doesn't change any of the actual mechanics in the game.
#331
Posted 28 October 2014 - 11:48 AM
Burktross, on 28 October 2014 - 11:43 AM, said:
Jimmy the Catapult chilling behind the hill lobbing lrms isn't targettable currently. If you're get LRMed, the computers should be able to coordinate trajectory or something and get a lock on the firer, allow return fire to the indirect firer.
Weird, Catapults/Atlas/Stalkers/Stormcrows standing behind hills lobbing LRMs make up 75% of my kills lately.

#332
Posted 28 October 2014 - 11:49 AM
Mercules, on 28 October 2014 - 11:28 AM, said:
Actually by TT terms it would be more like, "has a +1 to hit" Movement isn't penalized at all in MWO unless you are one of the people who can't move their mech without pointing it ahead and looking at their mech feet so they don't run into something.
Imagine, In TT if a mech took more than 20 points of damage over a turn(10 seconds) it would have to roll piloting or risking being knocked down. This was modified by how much damage over 20 and weight of the mech. Imagine your Timberwolf being hit by three LRM mechs while some other mech pumped an AC/20 round into it, then lying on the ground while those same rounds continued to fall on you.
I WANT knockdown to return to the game. I played in CB and I never complained about knockdowns there.
As for the 20 point rule, it'd probably have to be increased to 50 points to compensate for the increased rof that weapons get - but I am PERFECTLY ok with adding mech knockdown for damage. I'd much much much rather that than the infuriating Blurring and Blinding that is caused by LRMs and UACs.
#333
Posted 28 October 2014 - 11:49 AM
Edited by Silicon Life, 28 October 2014 - 11:51 AM.
#334
Posted 28 October 2014 - 11:50 AM
Mercules, on 28 October 2014 - 11:48 AM, said:
Weird, Catapults/Atlas/Stalkers/Stormcrows standing behind hills lobbing LRMs make up 75% of my kills lately.

That's because they are bad players who prey on other bad players.
But hey, lets balance the game around derps, that should make for engaging gameplay.
#335
Posted 28 October 2014 - 11:51 AM
#336
Posted 28 October 2014 - 11:51 AM
Silicon Life, on 28 October 2014 - 11:49 AM, said:
Do you really think that it would change anything if we limited indirect LRMs to Narc/TAG? The derps will STILL whine.
#337
Posted 28 October 2014 - 11:52 AM
Xetelian, on 27 October 2014 - 11:14 PM, said:
Anyone else feel like LRMs are fine?
20% is a terrible LRM %, if we're talking using them for damage.
I'd say the top LRM guys are over 40% accuracy.
#339
Posted 28 October 2014 - 11:57 AM
Mercules, on 28 October 2014 - 11:48 AM, said:
Weird, Catapults/Atlas/Stalkers/Stormcrows standing behind hills lobbing LRMs make up 75% of my kills lately.

Funny, because all my kills and wins are with LRM boats. Do I hide behind hills, yes...alone...no. I tend to be behind my team in assaults and in the middle of them in anything else. I take a lot of pride in LURMing skills.
Lyoto Machida, on 28 October 2014 - 11:52 AM, said:
20% is a terrible LRM %, if we're talking using them for damage.
I'd say the top LRM guys are over 40% accuracy.
I don't mind wasting tons of ammo for suppression fire. This might bring down my overall hit accuracy, but gets that Win.
#340
Posted 28 October 2014 - 12:01 PM
Burktross, on 28 October 2014 - 11:53 AM, said:
I'm pretty sure he meant killing LRM boats standing 990m away from the fight.
TB Xiomburg, on 28 October 2014 - 11:57 AM, said:
I don't mind wasting tons of ammo for suppression fire. This might bring down my overall hit accuracy, but gets that Win.
Depends on how you play them...I play an aggressive LRM boat near the front lines by my brawlers. Some play to suppress...some play to damage/kill. Both styles are valid, so long as you get the win.
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