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Did The 0.1 Damage Nerf To Lrms Accomplish Anything?


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#21 Alistair Winter

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Posted 14 November 2014 - 01:51 PM

View PostKoniving, on 14 November 2014 - 01:45 PM, said:

I honestly find the indirect fire has little to no meaning.

It's the firing rate and "lock once and let 'er rip" mentality.

I don't agree with this, but I do agree with everything else you said. Although splat cats would return instantly if they increased damage, even with the firing rate reduction. IMO, low rate of fire should be a tool for balancing long range weapons, like LRMs, gauss rifles and PPCs. Not SRMs and AC20s.

#22 Xtrekker

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Posted 14 November 2014 - 02:10 PM

View Post151st Light Horse Regiment, on 14 November 2014 - 01:00 PM, said:

How can they get it wrong so many times with regards lrms?

yes theres been fixes for ppc, gauss, poptarts etc. Tweaks to jumpjets, quirks and all that, but LRM's are the single thing that pgi cannot get their brains around.

I've said it a hundred times, make them direct fire like in MW3, instead of some cowardly "lob over the whole map" style weapon.


Posted Image

#23 Koniving

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Posted 14 November 2014 - 02:14 PM

View PostQuxudica, on 14 November 2014 - 01:49 PM, said:

While I don't disagree with the second part of your post, I'd say the indirect fire aspect is an issue. An the issue becomes compounded the more lrm launchers/mechs there are firing on the target.

True, but this requires someone to be giving some sort of sacrifice (with the exception of UAVs).

It is not as if they are Mech Mortars, and can simply point and click at the ground and say "I think he's here, someone set us up the bomb."

>.>

On the other hand, if you recall I mentioned the lock system.

Lock once, you have an eternal lock to spam to your heart's content. The most advanced fighter units we have today still have to lock and feed the information to each missile before firing. Here, the lock can be fed to the next 570+ missiles we have following the 80+ we just fired, provided a split second of the target disappearing from sight doesn't happen.

Sure, it takes forever to get that lock, but most LRMs are depicted as lock, fire, and forget missiles. Meaning you do not have to maintain the lock, they simply lob and hit (or get distracted) akin to the missiles of fighter jets. This, however, does entail that per firing you have to acquire a new lock. This forces you to decide whether to chain fire or fire it all at once, literally eliminating the "Spam" factor... The spam factor is the most annoying thing about LRMs in their current implementation.

This could work even without the damage and firing rate changes, though you'd want those changes even more after this. The obvious plus side is that losing lock for 0.03 seconds won't automatically ruin all 500+ missiles you just sent out. The downside is you won't be able to lob 500+ missiles while drinking coffee and reading up on celebrity gossip, requiring you to be engaged in the game rather than simply hiding in a corner waiting for someone to give you a signal, pointing and clicking until you rack in thousands of cbills and either excessive damage or a kill.

For your targets.. The downside for them is simply disappearing for a second won't do anything to stop the missiles. The plus side is that the first volley will never be followed by enough missiles to blot out the goddamn sun.

#24 DasaDevil

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Posted 14 November 2014 - 02:14 PM

i wonder how many people in this thread have radar dep

#25 Koniving

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Posted 14 November 2014 - 02:24 PM

View Post151st Light Horse Regiment, on 14 November 2014 - 01:00 PM, said:

I've said it a hundred times, make them direct fire like in MW3, instead of some cowardly "lob over the whole map" style weapon.


Battletech has a pretty simple but effective system for this.

Most LRMs are direct fire weapons (they also have a range of 660 meters just to mention it).

However, you can fire your missiles at a point on the ground by switching to indirect fire mode. Even with a spotter, indirect fire LRMs suffer an accuracy penalty because -- simply put -- you cannot lock onto someone else's target without a C3 system.

Of course, BT has workarounds!

Some quick examples:
Homing LRMs! These are basically LRMs that cost 3x as much money and are designed to track and attack anything that a "TAG" laser is pointing at. There is apparently conflicts in the book lore as to whether this actually requires a lock or not. As one book says they are just fired into the air, dance for a moment, and then go after the beacon. Another book says that the TAG provides a targeting signal that could be locked on.

Either way, if you want LRMs that home in with indirect fire, you need the more expensive and harder to obtain Homing LRMs!

NARC-enabled LRMs! These little puppies, like homing LRMs (a glorified name for TAG-enabled LRMs), are obscenely expensive compared to standard, 'dumber' LRMs. These can pick up and home in on friendly NARC signals. So far in the one example I have read with them being used, they do not require a lock of any sort and even if they had a lock, a NARC's signal would override it and change the missiles' target. Note that this is simply book fluff, however.

There you go. Two ways to get indirect fire that is effective. And under repair and rearm, you'd only keep a limited store of them, maybe 1 to 2 tons. The rest you'd stash away as standard LRMs which are much cheaper...and sadly in terms of indirect fire, about as effective as Mech Mortars...though not nearly as damaging. Though when it comes to direct fire, they are quite accurate (and while that accuracy is lost at less than 180 meters for the IS, you can deal 100% damage at 0.5 meters if you felt like it, unlike in MWO).

MWO made a pretty huge mistake by slapping all these functions together and just calling them "LRMs."

Edited by Koniving, 14 November 2014 - 02:25 PM.


#26 LauLiao

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Posted 14 November 2014 - 02:37 PM

View PostLordMelvin, on 14 November 2014 - 01:37 PM, said:

What we have aren't really LRMs. By the standards of the previous games (MW3, MW4 and MWLL) we have MRMs.

LRMs should have massive range, moderate-low damage, and horrendous target tracking. Compare to SSRMS, which have high-moderate damage, pitiful range, and phenominal tracking.

Personally I think the maps are all too small to allow for LRMs.


I would disagree since MRMs are dumbfire.

#27 Kirkland Langue

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Posted 14 November 2014 - 02:37 PM

Only problem I have with LRMs is the blinding effect and cockpit blur and shake.

If the devs want to add realism - they should start with destructible terrain.

#28 CDLord HHGD

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Posted 14 November 2014 - 02:49 PM

It brought LRM damage (however insignificant) back in line with other weapons. For Imbalance, core rule ignore. :)

#29 Davegt27

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Posted 14 November 2014 - 03:47 PM

I just took my LRM mech down

and mounted some laser vomit

lets move on the next item on the cry babies list

#30 Monkey Lover

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Posted 14 November 2014 - 03:52 PM

I dont use any of my lrms boat anymore because of it. I dont have any room for 10% extra ammo on almost all my builds. So now im making 400-600dmg games before running out. Its not worth it.

Edited by Monkey Lover, 14 November 2014 - 04:00 PM.


#31 Khobai

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Posted 14 November 2014 - 04:09 PM

lrm cockpit shake and rate of fire are both too high.

#32 Rhaegor

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Posted 14 November 2014 - 04:10 PM

I have no issues with LRMs. I don't use AMS or ECM for the most part and I have no qualms or gripes about LRMS. I also do not use them, like ever. I prefer ballistics and lasers.

#33 Novakaine

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Posted 14 November 2014 - 04:13 PM

Once again......
Don't be the target.

#34 Choppah

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Posted 14 November 2014 - 04:47 PM

Been saving this post for another LRM thread to open up, didn't take long.

WOT SPG = MWO LRM

The problem with indirect fire in MWO is very similar to WOT. In WOT, artillery (Self Propelled Guns) is a part of the game a lot of players are unhappy with. I will highlight the difference between the two games with some examples.

1. Can strike targets from long distances with complete impunity.
In both games, depending on map size, indirect fire can reach across the entire map, and max range is usually outside the operating range of most other non-arty/LRM weapons. Not to mention, being completely safe behind cover whilst firing indirectly in both games.

2. Dictates how a much maneuverability will be in a match.
In WOT you can see what the tanks on the enemy team are before the match starts. Once players realize that arty is in the match, their strategies are adjusted accordingly. Players hug cover and the game devolves into a monotonous stalemate more often than not. Major pushes are unusual until most or all of the enemy arty is dead.

Players don’t hug cover as severely in MWO but a lot of players wait until their team has a large numerical advantage or the LRM boats are likely out of ammo toward mid/late match.

3. Can immobilize and/or make targets combat ineffective.
In WOT your tank is made up of different vehicle modules which can be damaged such as the cannon, tracks, turret ring, etc, and crew members such as driver, gunner, etc. Due to the HE shell mechanics in WOT, a single HE hit can knock out several modules and/or crew at the same time. If you happen to have a repair/med kit, you may be ok. If not, or your tank was disabled in a dangerous area, you are dead.

In MWO the blinding and shaking effects of LRMs last only as long as you are being hit. While bothersome and sometimes game breaking (inability to see and fps drops), not nearly as punishing as WOT provided you can get to cover.

4. Lacks first person view and has the lowest HP of all classes, making cqb a roll of the dice.
In WOT a single shot from most tanks of the same tier as the SPG will kill it. Trying to aim at close range as an SPG is nigh impossible against any decent player due to aim time and shot spread.

In MWO the requirement for ammo is so high that most LRM boats will blow up once a section loses armor and the ammo gets critted. Plus, XL engines are common as well, decreasing an LRM boat’s durability greatly.

5. Map view is primary method of targeting and gives an incredible situational awareness advantage.
No comparison.

6. Depending on vehicle and tier, some SPGs can destroy a tank in very few shots, with the possibility to be one-shot-killed.
In WOT, four is the maximum number of arty hits I would expect to survive and still be useful if every shot rolled low on damage.

In MWO only LRM40+ approach this level of lethality.

7. Entirely dependent on team to spot targets and prevent sneak attacks on likely SPG locations.
The only difference would be LRM boats usually move with the team. Granted, they do hang at the back of the group and are not as vulnerable as an SPG that has no armor and no close range abilities whatsoever.

8. A maximum of 3 SPGs are allowed in a standard match.
No comparison.

WG did nerf arty back in the day (imagine this list above but 10 times worse), but it still remains an ever present reminder of the irreversible bad decision to include arty in the first place. Think of all the man hours they spent on the models, mechanics, sounds, interface, etc. So never in a million years will WG remove all the content pertaining to SPGs. WOT players will be forever encumbered with this most atrocious and ill-fitting subset of gameplay. I cannot count the number of times I was having a great match, only to have it ruined by some shot from across the map I could never know was coming. Also, the camping that arty encourages cannot be overstated. Combined with some maps, players will remain in the same spot for 10 minutes before any advances are made. Even after all the nerfs, the devs still had to implement the 3 max rule to limit the game breaking, match ruining, fun killing power of the SPG.

TLDR: PGI could clearly learn some lessons from another dev team struggling with a similar issue. While not as bad as SPGs, LRMs need to be changed. As is, they are not fun to use nor employ counters against.

Edited by Choppah, 14 November 2014 - 04:54 PM.


#35 Christof Romulus

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Posted 14 November 2014 - 07:14 PM

Quote

Did the 0.1 damage nerf to LRMs accomplish anything?


Well there's this thread that was created about it...

#36 El Bandito

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Posted 14 November 2014 - 08:44 PM

View PostQuxudica, on 14 November 2014 - 11:36 AM, said:

As with every other tourney I'm still seeing games dominated by them in solo queue. Spawning without an ecm mech on your side, even after the nerf, means an almost guaranteed loss if the other team spawned with a couple half awake LRM boat pilots.


Perhaps my Elo is too high but:

Posted Image

Every match I played today had been decided by AC, Gauss, and Laser spamming mechs.

Edited by El Bandito, 14 November 2014 - 08:45 PM.


#37 Kirkland Langue

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Posted 14 November 2014 - 10:00 PM

View PostEl Bandito, on 14 November 2014 - 08:44 PM, said:

Every match I played today had been decided by AC, Gauss, and Laser spamming mechs.



To be honest, it's impossible to make that conclusion based upon the evidence you provide. That score sheet at the end doesn't reflect any ancillary effects provided by LRM, Spotting, Suppression fire, or anything else. All it records is damage and kills. Those 4 mechs might have done the majority of the damage - but you wouldn't have won if it weren't for the other 8 mechs on your team.

#38 Mercules

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Posted 14 November 2014 - 10:08 PM

View Post151st Light Horse Regiment, on 14 November 2014 - 01:00 PM, said:

I've said it a hundred times, make them direct fire like in MW3, instead of some cowardly "lob over the whole map" style weapon.


I've said it a hundred times, they should be very fast no arc when direct fired and as slow as they currently are, lobbed arc, and much larger spread when indirect fired. I only used LRMs in MW3 to deform terrain. ;)

#39 El Bandito

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Posted 14 November 2014 - 10:39 PM

View PostKirkland Langue, on 14 November 2014 - 10:00 PM, said:



To be honest, it's impossible to make that conclusion based upon the evidence you provide. That score sheet at the end doesn't reflect any ancillary effects provided by LRM, Spotting, Suppression fire, or anything else. All it records is damage and kills. Those 4 mechs might have done the majority of the damage - but you wouldn't have won if it weren't for the other 8 mechs on your team.


You weren't there. I WAS. And I saw only few flights of ineffective LRMs, while my lance suppressed the enemy team, permanently.

#40 Abivard

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Posted 14 November 2014 - 11:40 PM

View Postpwnface, on 14 November 2014 - 01:32 PM, said:


Can we just make them 5 damage per missile and then I'll go play another game :)

do you promise?





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