This Game Is Out Of Control
#101
Posted 03 November 2014 - 10:38 AM
#102
Posted 03 November 2014 - 10:46 AM
When you see Maddogs spewing LRM-5 x 6 nonstop for almost no heatup at all, that is just too much DPS being vomited onto anything.
Even extreme builds such as the Warhawk are capable of, using 4x LRM15's chainfire or not, that is a massive amount of DPS for lower heat and tonnage than any skillful energy/Ballistic build.
IS LRM has a balance, with that 180 meter min cap, lights can do their job by rushing in under that 180 meter minimum and knock out missle support, or at least keep them distracted from launching more missles.
Clan LRM's with 0 min cap, means you're still dishing out damage, and blinding the crap out of anything in front of you.
Clan LRM's just feel more like a greifing tool than anything else with the nonstop screenshake, and being blind the entire time you're being hit.
Oh, and then there is the whole "Make Clan AC's not suck", and you would probably see less LRM boating.
#103
Posted 03 November 2014 - 10:54 AM
#104
Posted 03 November 2014 - 10:56 AM
#106
Posted 03 November 2014 - 11:01 AM
There really needs to be player limits on small to medium maps. How about a river city Small, Medium, large and Massive? And the same for all maps? On small maps its 4 vs 4, medium would be 8 vs 8, large and massive maps can be 12 vs 12.
LRMs would not be so bad if there was limits on mech number per the sizes if the maps. Give people some room to move and try and outrun/hide from them. Get 12 vs 12 on a small map and a bunch if LRMs, sure... People are dead as soon as they move.
#107
Posted 03 November 2014 - 11:02 AM
Kiryuin Ragyo, on 03 November 2014 - 10:56 AM, said:
They do, they take too long to be effective, if you face someone that actually knows that basic skill of torso twisting...
The cUAC 5 does 5 damage over a 3 round burst, or 1.6667 damage/round, so if you can twist, and have a good enough range of motion, I should put that 5 damage starting at CT-->RT/LT--->RA/LA depending on the side that you twist too. A good pilot with a fast twisting mech with a good twist range can make that damage dance from one arm to another, meaning it is going to take me 5 times as long to kill that mech, as it would if I had IS-UAC5 single slug shot.
#108
Posted 03 November 2014 - 11:03 AM
Kiryuin Ragyo, on 03 November 2014 - 10:56 AM, said:
the big ones are bad at dealing with fast things unless they're lbx because of damage delivery style and projectile speed. The small ones however are quite good especially when boated. In fact the damage delivery is the primary driving force between the preference for ppc's and gauss over large caliber uac, because ppc's and gauss do all their damage in one shot meaning you are not screwed by small damage windows and are permitted more leeway with aiming time per target. large caliber Clan ac/uac have the same problem lasers do in this regard.
Edited by Battlecruiser, 03 November 2014 - 11:06 AM.
#109
Posted 03 November 2014 - 11:04 AM
Damage the way it's meant to be delivered!
#110
Posted 03 November 2014 - 11:05 AM
#112
Posted 03 November 2014 - 11:09 AM
Inferior autocannons that cannot be boated on practically any of the mechs (just DW can take 3+). Not a good combo. That said, I think the solution is not making the cannons better, but making IS cannons function similar to clan guns. Coupled with a reduction in LRM effectiveness you will see time to kill increase across both tech trees. Downside is that laser boating will just increase further, but at least those are HOT builds.
#114
Posted 03 November 2014 - 11:11 AM
Triordinant, on 03 November 2014 - 10:37 AM, said:
So people who use LRMs are "trolls" and "not worth having". Uh huh.... As opposed to people who don't bother to learn how to deal with the easiest weapon to counter in the game.
#115
Posted 03 November 2014 - 11:11 AM
Dont LRM me please, on 01 November 2014 - 04:03 PM, said:
I am here to talk about LRMs. Before the clan update, LRMs were a good way to suppress enemies and take down lone wolves, and also great at fire support.
But now, ever since the glorious and wonderful clan update, implemented horribly and flawed, things are going downhill in gameplay.
- 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.
Clan LRM's are significantly weaker than IS LRM's by a factor of 20%. Run a Clan LRM 60 build vs an IS LRM 50 build and then go to the training grounds and find an Atlas. For the IS LRM 50 it takes 5 shots to core and kill the Atlas, for the CL LRM 60 it takes 6 shots to core the Atlas.
IS = 250 to core an Atlas
CL = 300 to core an Atlas
Now, if you factor in AMS and the stream for CL LRM's you see more of a counter than IS. The main difference is that a dedicated IS LRM mech is significantly more of a thread than a dedicated Clan LRM mech. The difference you see is that the Clan LRM's weight 50% less than the IS LRM's, So clan mechs can carry a few LRM's and not be completely gimped compared to IS having to boat LRM's to be effective.
#116
Posted 03 November 2014 - 11:11 AM
Joseph Mallan, on 03 November 2014 - 11:07 AM, said:
They do, it's why I keep a 6cUAC5 Dire Wolf, with two weapon groups with all the guns in both, press group 1, wait a second, then press group two, and let the dakka fly...
Just have to watch for people cutting in-front of me, I don't like dealing team damage.
#117
Posted 03 November 2014 - 11:14 AM
#118
Posted 03 November 2014 - 11:18 AM
Domoneky, on 03 November 2014 - 11:14 AM, said:
That just highlights, weapons are not OP, skill/tactics/coordination are, but much harder to balance...
#119
Posted 03 November 2014 - 11:18 AM
Metus regem, on 03 November 2014 - 11:11 AM, said:
Just have to watch for people cutting in-front of me, I don't like dealing team damage.
If they try to cut infront of a dakka wolf they get shot in the back mercilessly, if they don't pay attention to the constant stream of tracer fire they aren't worth having on the team. I will not divert my fire cause Jimmy wants to pew pew someone.
#120
Posted 03 November 2014 - 11:20 AM
pvtjamesr, on 03 November 2014 - 11:18 AM, said:
If they try to cut infront of a dakka wolf they get shot in the back mercilessly, if they don't pay attention to the constant stream of tracer fire they aren't worth having on the team. I will not divert my fire cause Jimmy wants to pew pew someone.
And that is why you are a Smoke Jaguar, and I am a Ghost Bear...
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