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Stand By For A Major Lrm Nerf...


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#361 Madcap72

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Posted 28 October 2014 - 02:09 PM

LRM5+Art is at 28%, but the only reason it's that bad is because a lot of missles hit the smoking crater where the enemy mech used to be before I cut it down to nothing.


Know what's worse than 6x LRM5 Catapult? A 5xLRM5 catapult. Because it has the same rate of chainfire, and more open tons for ammo. B)


Also, if you got smoked Sunday or Monday evening by a black catapult with a ton of LRM 5's, thanks for helping me place top 50, wish I had spent more time to get higher. :)

#362 kazlaton

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Posted 28 October 2014 - 02:10 PM

So let's see...
1. LRMs are nearly useless at high elo.
2. LRMs are a mixed bag in the middle elo bracket. Sometimes they are useless, sometimes they are very strong, depending on the map and the opponents skill.
3. LRMs are very strong at low elo.

I don't know about you guys, but "Good half the time, bad half the time" sounds kind of balanced to me.

As compared to;
PPCs - strong at all elo levels.
ACs - strong at all elo levels.
Gauss - strong at all elo levels.
Laser - strong at all elo levels.

And we are talking about nerfing the LRMs? O.o

#363 zortesh

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Posted 28 October 2014 - 02:12 PM

I had my lrm accuracy at 50% for a very short time when i was primarily lrming people from the mech i also narced from and never fired from beyond 400 meters, unless i personally narced the target.....

Since the clans came out and narc/lrming from my griffin became suicide i started doing so from my timberwolf, got c-lrm 15 accuracy upto 46% at highest... but then the fixed jumpjets made the timberwolf useless for the narc+lrm combo so meh.

Regular lrm 20's suck ass, heck artemis lrm 20's suck ass.... I had to swicxth my 3xlrm15 + narc + 4mlas timby to 2xlrm20 + narc + 4mlas... and it sucks... sucks beyond measure.. literally isnt even half as good as the 3 15's.

The only good timby build now is srms and mediums.. kidna sad.... killed its variety to builds in one feel swoop.

#364 Kain Demos

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Posted 28 October 2014 - 02:12 PM

View Postkazlaton, on 28 October 2014 - 02:10 PM, said:

So let's see...
1. LRMs are nearly useless at high elo.
2. LRMs are a mixed bag in the middle elo bracket. Sometimes they are useless, sometimes they are very strong, depending on the map and the opponents skill.
3. LRMs are very strong at low elo.

I don't know about you guys, but "Good half the time, bad half the time" sounds kind of balanced to me.

As compared to;
PPCs - strong at all elo levels.
ACs - strong at all elo levels.
Gauss - strong at all elo levels.
Laser - strong at all elo levels.

And we are talking about nerfing the LRMs? O.o



I don't know about PPCs. I certainly like them (but do think they are underpowered a bit) but I've seen many of the self-proclaimed "top 2%" state they are useless and not used by "the best".

#365 Kirkland Langue

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Posted 28 October 2014 - 02:13 PM

View Postkazlaton, on 28 October 2014 - 02:10 PM, said:

So let's see...
1. LRMs are nearly useless at high elo.
2. LRMs are a mixed bag in the middle elo bracket. Sometimes they are useless, sometimes they are very strong, depending on the map and the opponents skill.
3. LRMs are very strong at low elo.

I don't know about you guys, but "Good half the time, bad half the time" sounds kind of balanced to me.

As compared to;
PPCs - strong at all elo levels.
ACs - strong at all elo levels.
Gauss - strong at all elo levels.
Laser - strong at all elo levels.

And we are talking about nerfing the LRMs? O.o


Your post pretty much sums up exactly what is wrong with LRMs: they are primarily useful as a griefing tool against new players.

#366 Hillbillycrow

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Posted 28 October 2014 - 02:14 PM

Honestly, a YOU'VE BEEN NARC'D NO0B warning sound coupled with 5 seconds grace to go OH F**K before the NARC actually starts would be nice.

#367 Willard Phule

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Posted 28 October 2014 - 02:18 PM

View PostKirkland Langue, on 28 October 2014 - 01:58 PM, said:


I can say with 100% certainty that PGI would be ill advised to listen to your recommendation to do nothing about LRMs.

LRMs aren't an effective weapon for getting kills, which is what you want for a competitive team. LRMs are little more than a griefing tool to use against new players - meanwhile your own team of new players think you did great because you got so many assists and so much damage.

It's the ultimate griefing tool - and PGI makes it worse because of all the incentives to play LRMs or to support them.

LRMs could do ZERO damage and they would still be broken. In fact, PGI could lower LRM damage to zero and I bet you still see a number of people who not only run them, but will argue that they help the team because the shake and blinding is enough to lead players to play badly under fire.

I would be perfectly fine with LRMs actually doing more damage - as long as they get rid of the Shake, Blur, and Blinding effects.



Dunno what kind of LRMs you're using or where you're using them, but mine are working fine.

Granted, I only have two CLRM10s on chainfire, but whatever....they have no minimum range. They work like Streak 10s, kinda, so they add nicely to my four CERMLs.

Not that it matters, but I could very easily make the same build on half a dozen IS chassis....something that moves reasonably well, can jump and field the above weaponry, more or less, is decent.

I know that in the Solo Queue, it's not just about the LRMs....it's about how the entire thing is set up. Since the whole Elo/Matchmaker thing is designed to use lower Elo players to balance out teams so their averages will work out, it tends to follow a "the better you are, the more you carry" sort of thing. And, unfortunately, the weapon of choice for new players that are in a game with people far better than they are is the LRM.

Hell, can you blame them? Imagine not being able to do anything that requires the use of a keyboard without either a ) writing down what everything is for or b ) having to look at your fingers every time you want to do something. Even if it's not that bad, most new players haven't developed the fine control needed to hold a laser on a target or lead with an AC by the time they've finished their first 25. After that first 25, they're GIVEN an Elo score that places them in the middle and tossed into general population. Streaks and LRMs are the only weapons they can use that they can be sure will do at least a little damage.

Look on the bright side. New players can't afford Radar Deprivation, Advanced Target Decay, or the LRM cooldown modules...either in GXP or in cbills. Most of them don't make the sacrifice to put in an Active Probe of any kind (and then cry about the other team having ECM).

It is what it is. This weekend was worse because all of the "elite, skilled group players" came slumming to the Solo Queue for the tournament......and found out that the play styles of the queues are COMPLETELY different. The Group Queue has been spared the "New Player Experience" because, let's face it, if they can't figure out how to lock a target.....what are the odds they know how to form or join a group?

We've been stuck with them the whole time. Apparently, the "end all, be all" of the MW:O experience is to belong to some kind of organized group. Evidently, those of us that don't want to be in a group...for whatever reason...don't matter.

#368 Kjudoon

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Posted 28 October 2014 - 02:28 PM

View PostLyoto 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.

Yaaayyy... I'm almost a 'top LRM guy'! ;)

....too bad they'll be worthless... :(

Edited by Kjudoon, 28 October 2014 - 02:28 PM.


#369 MoonUnitBeta

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Posted 28 October 2014 - 02:54 PM

View PostMystere, on 28 October 2014 - 12:36 PM, said:


I think people should just L2P and stop pestering PGI again into changing LRMs again by massively whining again. :ph34r:

I hope you didn't think I was being serious. lol

#370 Mystere

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Posted 28 October 2014 - 03:12 PM

View PostKirkland Langue, on 28 October 2014 - 01:11 PM, said:

You should calm down and think it through - the point of rewarding AMS wouldn't be to convince you to get it to save yourself - the point would be to get it to save others. Maybe a reward for when LRM targets someone else but is intercepted by your AMS. It's not a horrible idea to get more people to get AMS for the purpose of helping their team out.

BUT - I still think the best answer is to get rid of the Shake, Rattle, and Explode effects. And then "fix" ECM.


But, but, but ... the people crying the loudest about LRMs are the same people not using AMS ... and cover. :ph34r:

#371 Mystere

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Posted 28 October 2014 - 03:17 PM

View PostKirkland Langue, on 28 October 2014 - 01:58 PM, said:

I can say with 100% certainty that PGI would be ill advised to listen to your recommendation to do nothing about LRMs.

LRMs aren't an effective weapon for getting kills, which is what you want for a competitive team. LRMs are little more than a griefing tool to use against new players - meanwhile your own team of new players think you did great because you got so many assists and so much damage.

It's the ultimate griefing tool - and PGI makes it worse because of all the incentives to play LRMs or to support them.

LRMs could do ZERO damage and they would still be broken. In fact, PGI could lower LRM damage to zero and I bet you still see a number of people who not only run them, but will argue that they help the team because the shake and blinding is enough to lead players to play badly under fire.

I would be perfectly fine with LRMs actually doing more damage - as long as they get rid of the Shake, Blur, and Blinding effects.


You say griefing, I say suppressive fire. ;)

#372 Mcgral18

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Posted 28 October 2014 - 03:35 PM

View PostDasSibby, on 28 October 2014 - 12:53 PM, said:

Even the Devs are recognizing the problem now!

Yes.... Yesss! And for those who says LRMs are fine?




Posted Image

#373 Mechwarrior Buddah

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Posted 28 October 2014 - 03:44 PM

View PostArtgathan, on 28 October 2014 - 09:20 AM, said:

LRMs don't NEED to be boated per se


Use one lrm.

Tell me how well that works out

View PostDasSibby, on 28 October 2014 - 12:53 PM, said:

Even the Devs are recognizing the problem now!


Like I said:

The players of this game cannot abide LRMs as viable weapons

#374 Glythe

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Posted 28 October 2014 - 03:50 PM

View PostMechwarrior Buddah, on 28 October 2014 - 06:10 AM, said:


Why is the atlas sitting still in the open not under ECM long enough to TAKE six to EIGHT Alphas from that mech?


Because it is a Catapult C1 using a 300 XL engine with 3 medium lasers and tag with 2x LRM 15. The Catapult can run faster backwards than most Atlases forwards (remember at the time it was the "suddenly direwolf" big scary mech so most people were rocking 300 STD engines). He is also firing his missiles from about 400m or less so there's really no way for you to evade. The catapult chooses the terrain so you are caught away from cover when the barrages start.

Remember that this was a time when there were only 16 instead of 24 mechs on the field so it was easier to sneak around. You also had many more confrontations that were 1 on 1 fights. Also remember that generally speaking the earlier maps greatly favor LRMs. I remember when we got the "third map" as Caustic Valley.

This isn't a "what if" scenario. This is something I did over and over and over again as the catapult. People assumed they could close the distance and use their brawling weapons to hose me in close range combat but that was never going to happen. You could let them think they were about to nail you with SRMs and then you hit full throttle. Given the rater unusual torso twist angle of the Catapult it was easy to make a hasty retreat while still firing over your shoulder if they had a larger engine (like most people use now).

Edited by Glythe, 28 October 2014 - 03:51 PM.


#375 Jakob Knight

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Posted 28 October 2014 - 03:51 PM

I think it's illustrative to understand the actual problem at work here.

People have always cried about LRMs, either because they are, somehow, not as 'manly' as taking other weapons, or because they feel they shouldn't be threatened by them. This has led to a series of nerfs that have placed the weapon so far down the scale of effective weapons that few people actually use them in established Units.

But, the real problem here is that people don't understand that Battletech, from which MWO is drawn and is intended to depict, was designed for lance-level combat. Typically, a lance would be composed of a light, a medium, a heavy, and an assault, with variations within that setup as tonnage was swapped around or changed. Two such lances could fight very well in a typical map with a good deal of fire passing between them.

Take a look at a 'typical' Battletech combat matchup, circa 3050:

Lance 1: VLK-QD Valkyrie, CN9-D Centurian, TDR-7M Thunderbolt, AS7-K Atlas.
Lance 2: PNT-10K Panther, SHD-5M Shadowhawk, CRD-5M Crusader, STK-5M Stalker.

In this matchup, we have a mix of mechs and weapons, with the total amount of firepower being able to be put on a target:

Lance 1: 1xLRM20, 1xLRM15, 2xLRM10, 1xGR, 3xERLL, 1xLB10-XAC, 4xML, 1xMPL, 1xSSRM2.
Lance 2: 1xLRM20, 2xLRM15, 2xLRM10, 1xERPPC, 1xERLL, 1xUAC/5, 2xSRM6, 1xSRM4, 3xSSRM2, 6xML.

As you can see, quite a lot of firepower, and more than a few LRMs. However, the map size tended to diffuse the firepower, though any single mech that got into position to receive concentrated firepower from the entire opposing force was often destroyed outright. Battles, therefore, were often drawn-out things until the forces got close enough to make hitting a certainty and enough weapons could be brought to bear to quickly kill mechs.

When you took the above and expanded into a -company- of 12 mechs per side, the firepower skyrocketed to triple what was above. That was more than enough to devastate any single battlemech in an eyeblink if the entire enemy force fired on it. This made such battles almost certainly only fought on maps that were much larger, and thus separated the combat lances by distance by forcing them to disperse or risk being enveloped or objectives being lost. A force that remained concentrated often lost due to those factors. If the battle happened on the same size map as the lance-level combat, the result was a battle that was short and generally had several mechs falling each round. This was because company-level combat was not what the basic level of play was designed for.

It also illustrates that a typical force (not even one with units designed for the role) had a good number of LRMs simply because of the number of units involved.

Now, we come to MWO. -EVERY- battle is a company-sized fight, but only a few are done on maps that weren't designed at a time when MWO's fights were lance-level or so in size. So, of course we're going to see a lot of firepower in a very concentrated space, especially when the reasons to separate a force (defend and obtain different objectives, avoid hidden flanking forces, ect) have been additionally removed from the game in any real way.

But the fact is that we are fighting in a game environment set up for lance-level fights in company-sized forces.

People who complain about the number of LRMs coming at them do not realize the amount of direct-fire weapons also being put against them, because they rarely see those coming at them. They are just hit, and that's that. LRMs are very visual weapons, and people panic rather than realize this is what happens when twelve enemy battlemechs are moving in on you. They also don't see their own LRMs raining down on the enemy in a similar fashion because that's someone else, so not nearly as important as themselves.

So. What we see in MWO with regards to LRMs are -exactly- what -should- be the case if MWO is even remotely approaching what it should be...a representation of Battletech in computer simulation.

Also, in almost every case, people die not to the LRM fire on them, but from the direct-fire they are taking but don't see because the LRMs are what they are focusing on. LRMs sand-blast armor and mechs, but the real damage is done because a Gauss or Autocannon round is putting holes in at the same time, or because the target fails to take countermeasures against the LRMs (of which there are vastly more than any other weapon in the game).

As to screen shake, ballistic weapons do far more of this, yet no one is calling for the removal of these for exactly the same reasons. Why? Because people want to keep that for the weapons they use, and remove it for weapons that are hitting them. A Clan Direwolf packing six UACs can bounce-lock a target far worse than any LRM barrage, so why aren't these weapons also a problem if the issue is shake? Obviously, therefore, it isn't a problem but only an excuse to push a different agenda.

LRMs face the greatest obstacles and penalties to be used effectively than any weapon in the game. They are the only weapon system that can be rendered completely unusable by the target at the ranges they are meant to be used at, can be ignored at typical combat ranges due to a minimum range that is the longest in the game, and can even have a successful hit be mitigated by a system every mech can mount. Finally, any hit will not concentrate on one location but spread across a target, diffusing the actual damage done. Against this is the ability to be fired indirectly and the general ability to cause a target to be disoriented. That is, if anything, the mark of a weapon system already too disadvantaged.

LRMs do not need a nerf. Indeed, they require improvement if anything else. There are not 'too many' LRMs on the battlefield, but too many battlemechs for the size of maps and the combat conditions. The number of LRMs is exactly what a force of battlemechs that size would bring to any fight.

What needs to happen, if the size of the teams will not be adjusted back down to 4 apiece, is to expand the maps and objectives so that so much firepower isn't concentrated so close without risking the loss of objectives. If not, then people need to wake up and face the fact that this is what a battle involving twenty-four heavily-armed battlemechs in a small area is like.

A final note. Try standing alone in full view of all 12 enemy battlemechs and see if it is their LRMs that kill you. I think you'll find they probably don't even reach you before you are dead to the number of gauss rifles, PPCs, lasers, and autocannon shells that do. Don't tell me there are too many LRMs on the battlefield without also telling me there are too many of every other weapon on the battlefield too.

My two cents.

Edited by Jakob Knight, 28 October 2014 - 03:55 PM.


#376 Mechwarrior Buddah

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Posted 28 October 2014 - 03:54 PM

View PostGlythe, on 28 October 2014 - 03:50 PM, said:

stuff


AGAIN, then why is it that me, an assault mostly player who never runs ecm or ams isnt getting melted in every game like the hypothetical youre showing here?

And one of my favorite mechs is the Atlas.

View PostJakob Knight, on 28 October 2014 - 03:51 PM, said:

I think it's illustrative to understand the actual problem at work here.

People have always cried about LRMs, either because they are, somehow, not as 'manly' as taking other weapons, or because they feel they shouldn't be threatened by them. This has led to a series of nerfs that have placed the weapon so far down the scale of effective weapons that few people actually use them in established Units.


The real problem is that the players of this game think lrms are noob weapons when theyve never tried them themselves.

The real problem is that the players cant abide that this "noob weapon" cal kill their l33t asses.

The real problem in the past is the devs falling apart in the face of ppls' tears regarding LRMs that ppl get killed by the shrapnel.

#377 R Razor

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Posted 28 October 2014 - 03:57 PM

Best news I've read yet today........get rid of IDF without a Narc or Tag lock and see how it works, might be the only change needed, but as it stands now, change is definitely needed, whether the button spammers want to admit it or not is irrelevant now.

#378 Mechwarrior Buddah

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Posted 28 October 2014 - 03:59 PM

View PostR Razor, on 28 October 2014 - 03:57 PM, said:

Best news I've read yet today........get rid of IDF without a Narc or Tag lock and see how it works, might be the only change needed, but as it stands now, change is definitely needed, whether the button spammers want to admit it or not is irrelevant now.


hey; heres a shocking idea, try the weapon before you QQ how easy it is.

Because its not and theyre the most nerfed weapon system in the ******* game. IMO ppl that QQ ABOUT LRMs are the real noobs

#379 R Razor

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Posted 28 October 2014 - 04:03 PM

View PostMechwarrior Buddah, on 28 October 2014 - 03:59 PM, said:


hey; heres a shocking idea, try the weapon before you QQ how easy it is.

Because its not and theyre the most nerfed weapon system in the ******* game. IMO ppl that QQ ABOUT LRMs are the real noobs



Stalking me now whiner??

I've used them, they are ridiculously easy to do damage with as long as the rest of your team uses that magical R key........the people that claim it takes skill are deluding themselves at best, or outright lying at worst. I know where my money lies in your case.

#380 Mcgral18

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Posted 28 October 2014 - 04:08 PM

View PostR Razor, on 28 October 2014 - 03:57 PM, said:

Best news I've read yet today........get rid of IDF without a Narc or Tag lock and see how it works, might be the only change needed, but as it stands now, change is definitely needed, whether the button spammers want to admit it or not is irrelevant now.


What buff is accompanying that nerf?


They'll be useless as direct fire weapons, since even with LoS you can't get a lock without using TAG, and even then the spread is horrid unless you grab Artemis for one ton per launcher.

OR you could grab any other weapon in the game that will work much more efficiently.





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