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Lrms Need To Go Back To 1.1 Dmg


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#61 Almond Brown

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Posted 12 November 2014 - 11:01 AM

View PostRouken, on 11 November 2014 - 02:29 PM, said:

LRMs need a rework. But 0.1 damage hasn't made that much difference.


:) LRM's lost 100 damage per 1000 missiles fired (if they all hit, all the time). How many missiles can you stuff on your LRMBoat :)

Edited by Almond Brown, 12 November 2014 - 11:05 AM.


#62 Monkey Lover

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Posted 12 November 2014 - 11:31 AM

View PostZenIdiot, on 12 November 2014 - 08:17 AM, said:

no.
a LRM 10 lost 1 point of damage IF every missle in the volley hit. If they didn't tell you they lowered the damage you never would have known.
sush.


I know and most people know. There are very few lrm boats and less people using them anymore. Im sure this makes most people happy they never wanted them to be balanced they wanted them removed from the game.

#63 Coolant

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Posted 12 November 2014 - 12:22 PM

View PostMonkey Lover, on 11 November 2014 - 02:22 PM, said:

They're such junk you can't kill anything with them without half you team raining lrms down on 1 mech.


Just remove targeting without los or something. Half my mechs have lrms quirks and they're useless junk,


this..is...wrong. Apparently you haven't been the recipient of a NARC and can't get away from missiles until they A) leg you, then kill you, or B ) strip you of every piece of armor and then destroy all your components and then kill you or C) just flat out kill you.

Missiles are fine. They are HIGHLY effective right now with a spotter that has a TAG laser or NARC. AMS, ECM, and Radar Deprivation help, but missiles certainly don't need to be buffed. Perhaps try direct fire weapons if missiles aren't working for you...

Edited by Coolant, 12 November 2014 - 12:23 PM.


#64 Lyoto Machida

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Posted 12 November 2014 - 12:45 PM

View PostDelas Ting Usee, on 11 November 2014 - 09:44 PM, said:

...Or a spider with 1 medium laser

To be honest, I can't comprehend why an Atlas pilot would mount LRMs in the first place.
It's like a light's pilot's FIRST priority. Especially if the Atlas is caught in the open by itself...yummmmm tasty.
I'm sure there are Atlas pilots out there who have been victim to such...share your folly with the rest of the player base so that NEW atlas pilots won't make the same mistake you did.


Atlases are bad for LRMs anyways, because of their tube counts. Unless you like your salvos getting torn up by AMS...some people are into weird stuff.

#65 CDLord HHGD

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Posted 12 November 2014 - 12:50 PM

View PostLyoto Machida, on 12 November 2014 - 12:45 PM, said:

Atlases are bad for LRMs anyways, because of their tube counts. Unless you like your salvos getting torn up by AMS...some people are into weird stuff.

My Atlas' usually run with a LRM15 or 20, but I favor mixed range load-outs on almost everything. I do think an Atlas LRM boat is a waste, but I have seen some very successful with it too.

#66 mogs01gt

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Posted 12 November 2014 - 12:59 PM

View PostGreen Mamba, on 11 November 2014 - 02:45 PM, said:

I guess if they keep nerfing Lurms,players will have to switch over to the Weapons that actually require Skill to use :ph34r:

You cant change hardpoints on mechs...So you are simply saying that everyone should use the same mechs...

#67 theta123

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Posted 12 November 2014 - 01:00 PM

View PostMonkey Lover, on 11 November 2014 - 02:22 PM, said:

They're such junk you can't kill anything with them without half you team raining lrms down on 1 mech.


Just remove targeting without los or something. Half my mechs have lrms quirks and they're useless junk,



#68 InspectorG

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Posted 12 November 2014 - 02:24 PM

Like, OMG!

I have THE solution!!!!!

Make LuRM like old timey artillery. Big and slow.

Each LRM 10 equipped over 2 launchers, the mech loses 10kph per additional launcher

Each LRM 15, lose 20kph

Each LRM 20, lose 20 kph

Min speed is 40kph

nerf ammo to 50LRM per ton.

***************toke********************.......*cough*.....yeah im genius...*cough*.

More serious, they are decent now.

But...

The 'buff damage and 10 second cooldown' idea has some merit.

As well as 'dilute indirect fire, buff direct fire', has merit too.

#69 ollo

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Posted 12 November 2014 - 02:29 PM

View PostMonkey Lover, on 11 November 2014 - 02:22 PM, said:

They're such junk you can't kill anything with them without half you team raining lrms down on 1 mech.


That's not what LRMs are for - LRMs soften, annoy and frighten your target, for killing please refer to ballistic and energy weapons.

#70 Graugger

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Posted 12 November 2014 - 02:57 PM

LRM max range needs boosted to 2 Kilometers like the gauss with a speed to 350 m/s and do 5 damage per missile with a wide spread on the clusters unless you have Artemis which would make every missile hit CT.

That would allow my Stalker 5M to do 500 damage per salvo MWWWAAA!!!





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