Dont LRM me please, on 01 November 2014 - 04:03 PM, said:
- Regular LRMs are perfectly fine but CLRMs are literally primary armaments of most mechs these days, and it's for a reason. Because they track down and kill people quicky (in bulk), and they spam the living **** out of your screen. It is also harder to escape CLRMs because they go over cover sometimes. If one person says "IS LRMs are better" I'm going to do something violent because that is the biggest lie I have heard in my life. Nothing better than getting spammed by a guy mashing his LMB button looking at your general direction, not trailing or even seeing you in some circumstances. LRMs are meant to be fire support, not the god damn most popular weapon.
You may want to clean your monitor screen so you can see better. IS LRMs have a much higher ceiling than CLRMs, enabling them to arc over cover much more effectively. Clan LRMs also have a longer firing duration since they launch their missiles one at a time. All-in-all, Clan LRMs and IS LRMs are pretty well balanced. Here's how:
Clan:
1) Overall better Tech (as they should be), but with drawbacks.
2) Relatively long firing duration
3) Missiles launch one at a time
4) Easier for AMS to shoot down
5) Lower ceiling makes them ineffective against cover, but able to hit or be fired from under structures
6) More accurate per missile
7) Potent screen shake
8) Easier to evade
IS:
1) Tech's not quite so good (as is proper)
2) Much shorter firing duration
3) Swarm launch
4) Harder for AMS to counter
5) High ceiling, making them effective against taller cover, but less effective against overhead cover
6) Less accurate per missile
7) Less potent screen shake
8) Harder to evade
Overall, CLRMs should be a better weapon than IS LRMs. However, they are hardly OP. I actually fear IS LRMs more because I know that more of them will get through my AMS. I also know that failing to reach cover in time will result in more hurt. By contrast, CLRMs only frighten me if someone manages to Narc me or put a UAV over my head.
Dont LRM me please, on 01 November 2014 - 04:03 PM, said:
- Dire wolfs Roam the landscape, slaughtering anything in front of them. I swear, I have never see a dire wolf do less than 350 damage and I have a dire wolf, and I get a 500-1200 damage a match with dual gauss and dual PPC overpowered bullcrap. Dire wolfs are always MVP. You peek out, lose your chest or lose your shoulder, crawl back down, and die. Or, if your traveling in a map like Caustic Valley, they peek out and shoot you at your spawn, and then you have no were to escape. They also have extreme autocannon builds, some being known to rip a heavy mech's armor CT within 2-4 seconds.
Dire Wolves are supposed to be incredibly powerful. That's one reason why their speed, maneuvering, and torso twist are nerfed so drastically. Let's be honest, so long as you are smart enough not to charge down a D-Wolf's gun barrel, they are pretty easy to kill. Just stay out from in front of them. I feel very powerful, but also very fragile, when running my D-Wolves. I also tend to do very poorly in them unless I have a team that is dedicated to escorting me. A lone D-Wolf is an easy target.
Dont LRM me please, on 01 November 2014 - 04:03 PM, said:
- What I also find very humorous is that the Timber Wolf is going 81kph. A heavy mech going 81kph. Also, the medium for the clans, the Stormcrow specifically goes 97kph. So what happens is all these outclassed Inner sphere mechs are slower, weaker (XL engines) or outgunned by their clan counterparts.
You really don't know much about MechWarrior/BattleTech, do you? There's an entire canon and fiction series on which this game is based. For the record, Clan Mechs are
supposed to be insanely overpowered, fast, and cool-running compared to IS Mechs. This game actually has implemented some very harsh nerfs in an attempt to keep them from being so overpowered that the game is not playable. As they currently stand, I think the Clan/IS balance is pretty good. The Clans are powerful but fragile, lacking in customization, and highly dependent on DPS damage; while the IS is faster, has more customization, and possesses weapons with greater shot damage per round, enabling them to be better skirmishers and deal more localized damage.
Dont LRM me please, on 01 November 2014 - 04:03 PM, said:
- The maps are seriously messed up. Too many invisible barriers on the maps, where I see air it becomes some kind of forcefield. Also, when I'm running from LRMs (Clan to be exact) running blindly and trying to find "cover", I step into some kind of invisible barrier on the ground, causing me to die horribly. Thanks PGI.
That's called "clipping" and it's a major problem. Certain maps, like HPG and Tourmaline, are very bad about it. That's why taking the top on HPG is a bad strategy; trying to shoot down over the edge results in major clipping. There's about a two or three meter high invisible wall that prevents a Mech up top from hitting a Mech below him. The Mech below has no problem shooting over the top of the wall and hitting the top Mech's head and upper torsos as they peek over the top of this invisible barrier. A lot of that stuff needs fixing.
Dont LRM me please, on 01 November 2014 - 04:03 PM, said:
- And artillery and air strikes are out of control. Can't play a match without getting hammered by 3 of them. "Move out of the way!" No, Inner sphere assaults are too slow to move out of the way.
Aaaand another whine about this. It's amazing how many people possess such a static play style. I was debating someone about this at the start of the Halloween Trick or Treat Event, so I kept track of the number of strikes that have hit me since the start of the event. I've played 48 matches and have only been hit by three strikes total, one of them my own (placed it as I JJ'ed out of the zone in my QKD, but got legged and stuck on terrain. Couldn't escape it). None of these strikes killed me, nor did they claim any components. The most they did, was change my armor to a deeper shade of yellow or orange; they didn't even open it. It's tough to call strikes OP or "out of control" in that scenario. Best advice I can offer you, is learn to keep moving and keep track of your surroundings. If you are constantly moving, you will be able to see the smoke well before the strike lands, enabling you to escape. As for Assaults being too slow, I've successfully escaped strikes with my BLRs and Daishis, so it is possible. You just have to up your game!
Dont LRM me please, on 01 November 2014 - 04:03 PM, said:
The worse part about all of this is that this is the new norm. People now think that their Dual Gauss and Dual PPC, or LRM boat Stormcrows are completely balanced because well, they are right. A small sliver of players use Inner Sphere mechs now because of the clan Meta. I remember about a year ago when it took FOREVER to die. Like, seriously, mechs took enormous beatings. But now, if you peek over a hill, GET READY! CLRMS AND DUAL GAUSS HEADED YOUR WAY! You die instantly or become severely damaged in every or almost all situations because of these clan monsters carrying 2x The Inner sphere weapon capability but having the same amount of armor.
Despite having Clan Mechs, I prefer my IS ones. They are less complicated to pilot and a lot more fun to play. As for this being the new norm, sure it is. It's also more canonical. In the books, a single Guass rifle slug could CT you dead. Just be thankful we're not using some of the damage scenarios in the books as the basis for this game (even though it would make it much more interesting!). The bottomline is this: Stupidity Should Be Painful. If you try to run and gun, don't think about each of your movements before you make them, try to Rambo things on your own, don't use cover, etc.; then you can expect severe punishment from the enemy team in the form of crippling damage. Learn to be a better pilot and work with your team to avoid getting shredded.
...And sometimes, you just get unlucky. That holds true for all games. Despite the best skill sets and plans, simple things, chance, or slight mistakes can still result in a ROFLStomp. Learn to live with it and you'll start having more fun. Remember, it's a game, not life, so don't get hung up on your own concept of "balance" that you ruin the game experience for yourself.
Overall, working with your team and fighting smarter will reduce the variability of your matches and enable you to improve your overall experience. You'll never be free from the occasional, devastating loss; those will always occur. You can, however, greatly minimize their chances of happening.
Dont LRM me please, on 01 November 2014 - 04:03 PM, said:
All I'm saying is that the gameplay has become nothing but LRM warfare and "Who can alpha someone first", kinda like CoD. It should be fixed or some alternatives must be made because there are too many LRM boats and Dire Wolf "Assasins" out there.
In all honesty, I don't see a whole lot of LRMs in the group or solo queues; at least not compared to what they have been in the past. I only see numbers like that on the weekends when everyone converts to LRMs so that they can try to get prizes and tourney rankings the easy way. During the week, it's really not bad at all. Based on this, I would guess that you are either 1) a weekend warrior, or 2) a player in a lower elo bracket that has a bunch of noobs that aren't good enough
not to use a weapon that locks onto enemy targets and does everything for them.
Chuanhao, on 02 November 2014 - 10:06 AM, said:
When PGI tries something, do one's best to adjust, like the upcoming 4th November Quirk inject. Their statistics will tell them what they need to know on whether it works. The forums should be constructive and not have emotionally charged rants. How can such comments be taken seriously?
I heard that! Despite all this, the griefers will be out in force and screaming at the tops of their lungs post-patch.
...Maybe you and I should buy some popcorn and watch the drama unfold.