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Too Many Lrms?


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Poll: Too many LRM boats? (502 member(s) have cast votes)

Are there too many LRMs present in typical games?

  1. Yes (183 votes [36.45%])

    Percentage of vote: 36.45%

  2. No (242 votes [48.21%])

    Percentage of vote: 48.21%

  3. Yes, but only during challenges. (77 votes [15.34%])

    Percentage of vote: 15.34%

Which way do you consider best to handle LRM over-usage?

  1. Nerf LRMs (decrease speed/damage, or increase heat) (55 votes [6.29%])

    Percentage of vote: 6.29%

  2. Usage dependent on line-of-sight (130 votes [14.86%])

    Percentage of vote: 14.86%

  3. AMS rewards (to attract more players to use it) (256 votes [29.26%])

    Percentage of vote: 29.26%

  4. Reduce BAP range (harder to counter ECM) (81 votes [9.26%])

    Percentage of vote: 9.26%

  5. Improve AMS (group damage, lower hp per missile, etc.) (131 votes [14.97%])

    Percentage of vote: 14.97%

  6. Adjust LRM flight trajectory (147 votes [16.80%])

    Percentage of vote: 16.80%

  7. Increase minimum range (17 votes [1.94%])

    Percentage of vote: 1.94%

  8. Further active countermeasures (PPC hit lock disruption, new modules/equipment besides ECM) (58 votes [6.63%])

    Percentage of vote: 6.63%

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#121 Dimento Graven

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Posted 26 November 2014 - 09:41 AM

View PostMal, on 26 November 2014 - 09:36 AM, said:

Or, people who like to play a support role, or don't like brawling, or have a different play style. Lots of reasons for people to use LRMs, which don't necessarily revolve around player skill (or, perceptions of player skill).
To the person that [redacted] my statement, you're an over sensitive... We'll just leave it at you being overly sensitive, though I should go off on you like a rocket.

There are in fact people I have played with and respect as friends and players who have VISUAL impairments such that the only truly viable weapon system in this game are LRMs.

This wasn't a slam, it was a statement of fact.

And knowing my friends well enough, the fact that you interpret it as an insult or slam, or needing to be redacted, speaks more ill of your own mindset than anything else.

Anyway, my original point still stands:

Outside of the challenges, the average missile boat drop rate is 20% of 'mechs dropped in a match are missile boats. That's only 20% of the players normally playing as missile boats, in a support role, don't like brawling, have a different play style.

However, DURING the challenges, suddenly that number jumps to 80% of 'mechs dropped in a match being missile boats.

Why?

Due to the typical scoring during these challenges, it's just easier to get the challenge done with a missile boat.

So, to correct it the scoring during challenges needs to be adjusted, NOT the damage.

Edited by Dimento Graven, 26 November 2014 - 09:48 AM.


#122 Joseph Mallan

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Posted 26 November 2014 - 09:42 AM

View PostDimento Graven, on 26 November 2014 - 09:18 AM, said:

Whatever, here we have an example of someone who can't argue away my point so instead argues that I'm somehow arguing in an invalid manner.

Yeah... Whatever...
Actually I think he is pointing out that you are just arguing and actually debating. Merc likes to point out many of the fallacies we tend to use when we weren't part of the debate team! Me I was raised in a loud and opinionated Euro family. Arguing is an Art debating is a science. ;)

#123 Joe Mallad

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Posted 26 November 2014 - 09:45 AM

On another note... I haven't seen it with IS LRMs but I've noticed, on some maps that C-LRMs will not impact the ground after being fired indirectly and before hitting the ground, they will take a flight path parallel to the ground and continue on until they either hit a mech in the wrong place at the wrong time or they exceed their max range and explode.

Has anyone else seen this. It happens just recently on Tourmaline Desert (not sure if I spelled that right).

#124 Joseph Mallan

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Posted 26 November 2014 - 09:46 AM

View PostDimento Graven, on 26 November 2014 - 09:41 AM, said:

And knowing my friends well enough, the fact that you interpret it as an insult or slam, or needing to be redacted, speaks more ill of your own mindset than anything else.
OR he's taking other less Rhinohide bound individuals into consideration. You'd find it nearly impossible to insult me or rile me up by calling ME any insulting name, but I can understand how it might upset someone else. So your friends were obviously not the ones the [REDACTED] was meant to... protect. ;)

#125 s0hno

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Posted 26 November 2014 - 09:46 AM

View PostJoseph Mallan, on 26 November 2014 - 05:07 AM, said:

Your poll requires a no changes needed. Since I had to choose something I chose trajectory.

Sry bout that. I assumed it is possible to just vote on the first one "no", and nothing on the second one.
Unfortunately, I can't change it here anymore, since the thread has been moved here from the suggestion section.

#126 Joseph Mallan

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Posted 26 November 2014 - 09:51 AM

No harm no foul. :)

#127 Saobh

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Posted 26 November 2014 - 10:13 AM

Yup you can't vote unless you also choose an option for the second question.

Personnaly I have 2 Lrm boats, which where my 2 first Mechs mostly because yes for a new player its better to hold a bit back from the front to survive and get a hang of the game and also because when you are new and thus pretty bad it lets you contribute to the team effort without dying at 1st contact.

But since playing them at the start (still take them out time to time) I mostly play light or medium brawlers which ... don't carry AMS nor radar depreciation. Why ? because knowing how effective lrms are I also know how to not get blasted from them.

Right now they are indeed pretty well adjusted for both parties. A team which spots well (and narc and tag) and has its boats close to their front is going to do well while a team whoses ECMs do their jobs and knows how to use cover is going to defend well against team B.

When in both cases people lrm from too far and blaze away as soon as a blip appears (wasting ammo and giving their poorly defended position away) or don't get into positions where they can hide quickly or ignore their ECM umbrella. Yeah they deserve to get a painful death. That is how you learn to play smarter.

And frankly people, to die from an lrm rain you really had to give them all the best conditions as you need a heck of a lot of it to bring a Mech down while how many times have you all dying from 2 quick alphas (or even only 1 in some cases...) from clan or heavy Mech lately ?

#128 Barantor

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Posted 26 November 2014 - 10:19 AM

View PostDimento Graven, on 26 November 2014 - 09:38 AM, said:

Except in a BRAWL you're exposed to everyone else. I find it highly unlikely that in any sustained brawl any one 'mech is going to survive long enough to rack up 8 kills.

Ok, your level of pretension is increasing to a point of being extremely ludicrous, stop it.



What? I've gotten 8 kills in a 5SS, direct damage with a 42 point alpha. It wasn't especially hard, but I know the game fairly well now. I think you've confused "brawl" with "furball".

My definition of brawl is getting in short/medium range and using things like medium pulse and srms to engage an enemy. It is hard to miss at those ranges and easy to get hit. A furball is when you are out in a brawl with about half the team engaging and that is a lot harder to bring in kills since damage can be focused on one mech by many.

I don't know where the pretentious comment comes from, just describing my experiences?

View PostDimento Graven, on 26 November 2014 - 09:38 AM, said:

Yes, but none of this requires ANY real level of skill, that's my point. It's EASY to do this, and because it became so easy, I lost interest in piloting missile boats, as have many other people in this game which is why, except for challenges, in the public queues you'll only see about 20% of the 'mechs dropped being missile boats.

During challenges, because of how easy it is to rack up the challenge points, the number of missile boats jumps to about 80% of 'mechs dropped.


Where are you getting those numbers from? I've found that LRMs has increased in pug queue significantly just because of the Clan mechs being able to mount them and clan LRMs having no minimal range?

View PostDimento Graven, on 26 November 2014 - 09:38 AM, said:

AHAHAHAHAHAAHAHAHAHAHAAHAHAHAHAHAAHAH HAAHAHAHAHAAHAHAHAHAAHAH HAAHAHAHAAHAHAHAHAHAAHAHAHAHAHAAHAHAH!!!

I'm sorry, but comparing ANY aspect of missile boating to sniping is like comparing driving a Pinto to piloting the Space Shuttle.

Worlds apart.

Trust me, I know, my preferred 'mechs are dual gauss snipers and I have been steadily working my way to the Guillotine achievement.


Except for the fact that a lot of your kills in the video you used as an example you could've direct fired with er large lasers, since you tagged the majority anyway. You had direct line of fire on those mechs, thus you could've just shot them. Lasers aren't hard to use either, it's just aim the flashlight.

I'm not saying you aren't a good player, that's actually the point. You are using your knowledge of the game mechanics themselves (piloting, positioning, map knowledge) to say that one weapon system is 'easy'. I'm saying that is unfair since you don't take into account the rest of the skill that it takes just to survive in a match to get any kills whatsoever, or get set up for them.

View PostDimento Graven, on 26 November 2014 - 09:38 AM, said:

So I know EXACTLY the difference in skill level it takes to hit a 'mech with computer guided missiles at 1000 meters, as opposed to pin point aiming at moving enemy's weak spot from a 1000 meters.

The levels of skill required are miles apart.

And I think what you're saying here is, if you're bad with missiles, then you really are just plain bad at this game, and on this point, we absolutely agree.

Yes, there are ways to use missiles more efficiently and for the most part "adv. LRM'ing" is not beyond the skill level of most MWO players, BUT, "adv. LRM'ing" being comparable to being an "adv. sniper"? Not hardly.

The level of skill required for "adv LRM'ing" is no where near the level of skill required for even "adequate" sniping.


I'm not comparing sniping heads and lrming. One is obviously more difficult than the other. There isn't a challenge for sniping heads, though there is an achievement.

My whole point is that there are levels with weapon system knowledge.

Hitting an enemy at 100m with gauss rifles while they aren't moving is not hard.
Hitting an enemy at 1000m wth gauss rifles while they aren't moving is harder.

Hitting an enemy with LRMs in the open with tag and artemis isn't hard (you showed that in the video).
Hitting an enemy with LRMs behind cover between you and them is harder.


You used a video where the majority of your kills were with tag, in the open staggered fire, with artemis and tons of ammo on an assault. Your positioning and teamwork attributed a lot to this. I saw very little in the way of AMS on the other team. The assaults on the enemy team walked out into the water in the open. You devoted a lot of tonnage to LRMs on an assault mech when now, there are only so many assaults per team, whereas then you guys had 7 assaults.

See where I'm going with this?

If I linked a video where the enemy peeked over a hill at me and I head shot them with gauss rifles at 100m and called them 'easy' you would flip you snots.

Are LRMs easy to get some hits on the enemy with? Yeah they are, they track, so are streaks.

Are LRMs so easy they are just one dimensional? No, there are ways you can make yourself better with them (you even proved this in your own video).

I don't think they need to be taken out of challenges. Hell I got a 2 second hit with lasers on a dying mech right before another person cored it out for an assist for one of my points so should that not be counted either?

I've made my points, like em or not I think LRMs are here to stay pretty much like they are, they have been adjusted in the past and caused so many issues. I think they are right where they need to be.

Edited by Barantor, 26 November 2014 - 10:22 AM.


#129 s0hno

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Posted 26 November 2014 - 10:26 AM

View PostGallowglas, on 26 November 2014 - 09:22 AM, said:

Here's the thing: I don't think that LRM's are necessarily massively OP on their own. Even when they're boated in large numbers they can be countered. The problem, I think, is more that the requisite one-dimensional response necessary to beat such a team, and the heavy reliance on what many consider to be a problematic mechanic (ECM) creates a gameplay experience that's absolutely not fun to many players.

This is actually the reason for the topic. I don't consider LRMs to be op. In pugs, however, boating heavily puts the suppressed team in a defending position, since coordinating is difficult, and countermeasures like AMS or ECM are not adjustable nor distributed evenly.
Attracting more players to use ECM or AMS via rewards seems just appropriate, since they trade a higher damage output for defensive equipment/support, which should be compensated.

#130 damonwolf

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Posted 26 November 2014 - 10:41 AM

View PostDimento Graven, on 26 November 2014 - 09:41 AM, said:

Outside of the challenges, the average missile boat drop rate is 20% of 'mechs dropped in a match are missile boats. That's only 20% of the players normally playing as missile boats, in a support role, don't like brawling, have a different play style.

However, DURING the challenges, suddenly that number jumps to 80% of 'mechs dropped in a match being missile boats.

Why?

Due to the typical scoring during these challenges, it's just easier to get the challenge done with a missile boat.

So, to correct it the scoring during challenges needs to be adjusted, NOT the damage.


73.6% of all statistics are made up.
I noticed in the games I played this past weekend challenge that most people brought their high damage builds to rack up kills & Assists while staying alive. Those builds tended to be Gauss/PPC/Other Ballistics/Lasers because they do the most damage in a short amount of time. I saw less LRM boats because they don't last long against high damage builds...they don't.

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In challenge calculations DO NOT COUNT the LRM damage, or at the very least, significantly reduce the value of the LRM damage calc.

It's sadly obvious that you don't want any competing weapon systems to be viable other than the ones you prefer. Same with every other BS "Nerf LRM" thread. The anti-LRM crowd want to run there Meta builds with impunity, and any competing weapon system, no matter how easily countered, needs to be diminished until it's no longer a threat. In other words Dimento, you want god mode for your play style. You want your cake and you want to eat it too: You don't want to have to sacrifice weapons or ammo for AMS, or sacrifice your precious (Gollum visual intended) Target Info Gathering/Seismic/Adv Zoom modules for a Radar Deprivation module. You want to jump out shoot your Gauss/PPCs/AC5s/Lasers, then duck behind cover before anyone can react, and never be touched while you rack up the kills/Assists/Damage numbers. You want to be untouchable. You want everything that you don't use to be nerfed so your builds reign supreme...same with most of the other nerf-LRM whiners.

Quote



YES, we ALL know you should avoid them... bla bla bla. But for those that say avoid them and take cover, these are large and in most cases, slow moving mechs that can't just turn on a dime or reverse to get into cover lol.


Yes, the slow moving Mechs that REFUSE to sacrifice any weight or spaces for AMS. Period. Again, people want to have their face-melting builds that leave no room for defensive measures, and stand in the open mowing down the opposition with impunity. LRM B!tching - denied!

#131 Rossario x Vampire

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Posted 26 November 2014 - 10:48 AM

Well... the countermesure are simple. Allow any mech to mount ECM and AMS every where like they mount DHS.
Problem solved.


Atm LRM is like a field artillery until Arrow-IV comes in game and ammo will be changable. Nerf LRM? Okay. Than reduce armor to TT scale. How about that? And don't forget that IS still don't have Blazer Cannon. :rolleyes:

Sort out real issues not an fake ones.

#132 damonwolf

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Posted 26 November 2014 - 10:50 AM

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I don't consider LRMs to be op.

Very true. I just wish you hadn't skewed your biased poll that way though.


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In pugs, however, boating heavily puts the suppressed team in a defending position, since coordinating is difficult, and countermeasures like AMS or ECM are not adjustable nor distributed evenly.


Attempting to adjust the game with weapon system nerfs or drastic changes due to unorganized play styles would be like Whack-a-Mole. You nerf/change one weapon system and they would start reacting to the next on in line. Then you have to adjust/nerf that one...and on...and on...

LRMs teach players to be good pilots. It teaches them to have Situational-Awareness. They have to pay attention to their surroundings and the terrain, where the closest cover is, where their team ECM/AMS Mechs are, etc. In the real world Soldiers don't stand in the open firing away and live for long. It's called cover and concealment. People that don't learn use it or refuse to use use it deserve to have their Mechs end up in a fiery heap of salvage.

Edited by damonwolf, 26 November 2014 - 10:51 AM.


#133 Rossario x Vampire

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Posted 26 November 2014 - 10:54 AM

View Postdamonwolf, on 26 November 2014 - 10:50 AM, said:

It's called cover and concealment.


Exactly. Also LRM are the weapons that can provide a fire support to your teammates when they dealing with whales. B)

#134 s0hno

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Posted 26 November 2014 - 11:00 AM

View Postdamonwolf, on 26 November 2014 - 10:50 AM, said:

Attempting to adjust the game with weapon system nerfs or drastic changes due to unorganized play styles would be like Whack-a-Mole. You nerf/change one weapon system and they would start reacting to the next on in line. Then you have to adjust/nerf that one...and on...and on...


Well, AMS rewards appear to be the smallest common divider, since they don't buff or nerve anything. And probably everyone is happy about some extra c-bills :-)

#135 Dimento Graven

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Posted 26 November 2014 - 11:24 AM

View PostBarantor, on 26 November 2014 - 10:19 AM, said:

What? I've gotten 8 kills in a 5SS, direct damage with a 42 point alpha. It wasn't especially hard, but I know the game fairly well now. I think you've confused "brawl" with "furball".

My definition of brawl is getting in short/medium range and using things like medium pulse and srms to engage an enemy. It is hard to miss at those ranges and easy to get hit. A furball is when you are out in a brawl with about half the team engaging and that is a lot harder to bring in kills since damage can be focused on one mech by many.

I don't know where the pretentious comment comes from, just describing my experiences?
A brawl vs. furball, I guess we have different opinions on what each is. For me a brawl and 'furball' are the same thing really, it's just that a 'furball' is more intense with more 'mechs. 'Brawling' is just a few less 'mechs I guess... Yes, it's possible for a single 'mech to brawl multiple lesser skilled 'mechs one or two at a time, and get 8 kills, but again, the point is in a brawl or furball you're not doing damage to an enemy who can't see you.

In a match with equally skilled opponents '8 kills' not something that is anywhere near easy, nor common, unlike LRMs.

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Where are you getting those numbers from? I've found that LRMs has increased in pug queue significantly just because of the Clan mechs being able to mount them and clan LRMs having no minimal range?
It's an observation made over the last several challenges, not just by me but by damn near every other half-way observant player in this game.

Every time there's a challenge the number of LRM boating mechs that drop increases, it does, it's a fact, and it increases CONSIDERABLY, hence, EVERY dang time we have these challenges, there's post after post after post of people calling for LRM nerfs, and after the challenge is over, we see less LRM boats drop and the number of "new" LRM nerf posts decreases.

Now, I'm not calling for a LRM nerf, I'm calling for a change to the scoring so that damage that is occurring because the computer is guiding the weapon to the target, and where most damage is done with the assistance of other 'mechs, and taking advantage of all the plethora of enhancement modules and equipment.

LRMs in and of themselves ARE FINE.

It's the scoring that encourages a majority of people to default to LRM boat usage that needs to change.

Quote

Except for the fact that a lot of your kills in the video you used as an example you could've direct fired with er large lasers, since you tagged the majority anyway. You had direct line of fire on those mechs, thus you could've just shot them. Lasers aren't hard to use either, it's just aim the flashlight.
Except that I did a majority of my damage with the LRMs, opening up crit locations so that the lasers could finish them off.

As a side note: You may not have noticed, but missiles are currently designed with a 'crit averse' logic. Take a stationary 'mech and start firing LRMs at it, watch how the missiles start landing when locations start getting darker. But that 'crit averse' logic is more or less defeated when you go from 2 or 3 mechs firing missiles at a target verses 6 or 8, or more...

Back on topic, in that drop we really on had two 'mechs boating LRMs, mine and another, and the affect was fairly significant, especially since most of the missiles I fired and hit I did not have line of site, yet I was able to have a significant affect on the enemy with them, however, had there been no spotting and I'd been limited to my own direct line of sight visuals for the aiming, I'd have been a lot less effective.

The advantage is the ease at which I can take advantage of what my teammate's are doing.

For CHALLENGE scoring this seems a bit wrong as the other members of the team who are doing the spotting TYPICALLY aren't getting any score benefit from assisting me. The typical challenge calc has been something on the order of:

((Kills * x)+(Assists * y)+(damage on enemy - damage on team)/15)

So... Missile boats who are primarily utilizing indirect fire, getting lots of damage, lots of assist and maybe a few kills primarily benefit from the efforts of the rest of the team at very low risk to themselves.

While those team members who are in line of sight really aren't rewarded for the risks they are taking.

This encourages a shift from the standard mix of 2 or 3 missile boats being dropped per side each match to 6 to 9 being dropped per match during challenges.

Reduce/eliminate the scoring vs. risk advantage these 'mechs get during challenges and the problem of 'too much' LRM usage during challenges will go away.

Quote

I'm not saying you aren't a good player, that's actually the point. You are using your knowledge of the game mechanics themselves (piloting, positioning, map knowledge) to say that one weapon system is 'easy'. I'm saying that is unfair since you don't take into account the rest of the skill that it takes just to survive in a match to get any kills whatsoever, or get set up for them.
As one who has experience with every weapon system and darn near every weapon layout possible in this game, I can say from my experience of playing since closed beta to date, has led me to have a very informed opinion that for the most part LRM boating is "EASY MODE" in MWO.

All things taken into account, it's easier to do well with computer guided missiles than it is to do well with any other weapon system. LRMs are by far the easiest. Streak missiles is another subject but those have, at best, a 'situational' ease.

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I'm not comparing sniping heads and lrming. One is obviously more difficult than the other. There isn't a challenge for sniping heads, though there is an achievement.
It seemed you were, and if not, fine, yet, the fact that there isn't currently an achievement for LRM usage ought to tell us something about them.

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My whole point is that there are levels with weapon system knowledge.

Hitting an enemy at 100m with gauss rifles while they aren't moving is not hard.
Hitting an enemy at 1000m wth gauss rifles while they aren't moving is harder.

Hitting an enemy with LRMs in the open with tag and artemis isn't hard (you showed that in the video).
Hitting an enemy with LRMs behind cover between you and them is harder.
Yes, but knowledge isn't skill. That's why whenever I've seen a PGI employee drop in a match, 19 times out of 20, they appear to do poorly vs. the rest of us. These employees would be in a position to have the most 'knowledge' of the weapon systems, but it's the ability to put that knowledge to use that measures the skill.

Unfortunately with LRMs... You only need a little knowledge, and very little practice to be able to utilize them to near their maximum potential. The ultimate result is they don't require much skill.

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You used a video where the majority of your kills were with tag, in the open staggered fire, with artemis and tons of ammo on an assault. Your positioning and teamwork attributed a lot to this. I saw very little in the way of AMS on the other team. The assaults on the enemy team walked out into the water in the open. You devoted a lot of tonnage to LRMs on an assault mech when now, there are only so many assaults per team, whereas then you guys had 7 assaults.

See where I'm going with this?
Sure, but if they just sat behind buildings cowering in fear of my missiles, they'd still have been just as dead. AT SOME POINT if you have direct fire weapons you HAVE to come out from behind cover to fire them.

Unlike missiles, that can utilize what your team members see to provide you your indirect targeting. During a challenge, why should I be allowed full score for that?

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If I linked a video where the enemy peeked over a hill at me and I head shot them with gauss rifles at 100m and called them 'easy' you would flip you snots.
Because the level of skill I utilize to headshot someone playing peek-a-boo vs. the skill I utilize to launch LRMs at the same target when someone else is doing the spotting, or because I can take advantage of a UAV, are "snot loads" different. We're back to Pintos vs Space Shuttles again.

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Are LRMs easy to get some hits on the enemy with? Yeah they are, they track, so are streaks.

Are LRMs so easy they are just one dimensional? No, there are ways you can make yourself better with them (you even proved this in your own video).
Streaks are easy but the one thing streaks require that LRMs don't is direct line of sight, and the fact that the range is so limited also adds a level of risk not experienced by LRM boaters, so now we're comparing apples and pears. Similar, but not quite the same.

Quote

I don't think they need to be taken out of challenges. Hell I got a 2 second hit with lasers on a dying mech right before another person cored it out for an assist for one of my points so should that not be counted either?

I've made my points, like em or not I think LRMs are here to stay pretty much like they are, they have been adjusted in the past and caused so many issues. I think they are right where they need to be.
Actually you bring up an interesting point. Perhaps challenges should be scored as follows:

(solo kill * X)+(assists * Y)+(((damage on enemy-LRM damage)-damage on team)/15))

This would reward players for only for the kills where they did the most damage, still reward for assists, and discouraging the over use of LRMs.

Edited by Dimento Graven, 26 November 2014 - 11:25 AM.


#136 Boris The Spider

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Posted 26 November 2014 - 11:24 AM

View Posts0hno, on 26 November 2014 - 11:00 AM, said:


Well, AMS rewards appear to be the smallest common divider, since they don't buff or nerve anything. And probably everyone is happy about some extra c-bills :-)


You do realise that if it works it means the 'learn to play' guys were right all along though?

#137 Vezm

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Posted 26 November 2014 - 11:27 AM

View PostMr Huge, on 24 November 2014 - 12:25 PM, said:

LRMs are a problem, mainly due to the combination of quirks which have given LRM boats a whole new steroid injection and the ECM nerfs. We now see Light- and fast Medium wolfpacks whose only job appears to be locking up single targets toward the edge of the enemy group, and then never letting the locks go and permanently spotting exposed mechs for harassment and destruction in detail.

You kind of described role warfare.

#138 s0hno

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Posted 26 November 2014 - 11:34 AM

View PostBoris The Spider, on 26 November 2014 - 11:24 AM, said:

You do realise that if it works it means the 'learn to play' guys were right all along though?

No.

#139 Dimento Graven

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Posted 26 November 2014 - 11:40 AM

View Postdamonwolf, on 26 November 2014 - 10:41 AM, said:

73.6% of all statistics are made up.
I noticed in the games I played this past weekend challenge that most people brought their high damage builds to rack up kills & Assists while staying alive. Those builds tended to be Gauss/PPC/Other Ballistics/Lasers because they do the most damage in a short amount of time. I saw less LRM boats because they don't last long against high damage builds...they don't.
True on the statistics, but this is something we all notice challenge after challenge after challenge:

Before the challenge, you'll see on average 2 or 3 missile boats per side per drop.

During challenge, you'll see on average 6 to 8 (or more) missile boats per side per drop.

It's been commented on damn near every challenge since PGI started having weekly challenges.

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It's sadly obvious that you don't want any competing weapon systems to be viable other than the ones you prefer. Same with every other BS "Nerf LRM" thread. The anti-LRM crowd want to run there Meta builds with impunity, and any competing weapon system, no matter how easily countered, needs to be diminished until it's no longer a threat. In other words Dimento, you want god mode for your play style. You want your cake and you want to eat it too: You don't want to have to sacrifice weapons or ammo for AMS, or sacrifice your precious (Gollum visual intended) Target Info Gathering/Seismic/Adv Zoom modules for a Radar Deprivation module. You want to jump out shoot your Gauss/PPCs/AC5s/Lasers, then duck behind cover before anyone can react, and never be touched while you rack up the kills/Assists/Damage numbers. You want to be untouchable. You want everything that you don't use to be nerfed so your builds reign supreme...same with most of the other nerf-LRM whiners.
Actually no, I've stated repeatedly I think LRMs are fine as is. I have been arguing two things here:

1. LRM damage shouldn't be scored for challenges, or at the very least the score benefit LRM damage adds to the score should be significantly reduced.

2. LRMs are "easy mode". They require significantly less skill from an individual player, for that player to do well with them.

Do not NERF LRM damage or functionality, NERF how they are scored during challenges.

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Yes, the slow moving Mechs that REFUSE to sacrifice any weight or spaces for AMS. Period. Again, people want to have their face-melting builds that leave no room for defensive measures, and stand in the open mowing down the opposition with impunity. LRM B!tching - denied!
An overly simplified view of the situation and looks like a self-serving LRM boat pilot's opinion to me.

Most of the typical assault 'mech builds I've seen move around 60kph, max. Hell, for the Direwhale, the best possible speed is 53.5, PERIOD. Most 'mech chassis only have ONE slot for AMS, and those heavies and assaults that have more than one slot only allow TWO (if I'm wrong and there's a heavy/assault chassis that can sport more than 2 let me know I might be misremembering) maximum, so your argument that they 'refuse' to move and 'refuse' to equip AMS is BS. They probably ARE moving and DO have AMS, but they just can't move that fast, and the efficacy of AMS during challenges is significantly reduced with increased number of LRM boats being dropped.

Outside of challenges things are balanced, but the challenge scoring and general laziness, or maybe better put "I want it now" attitudes of the player populace results in LRMpacolypses during the challenges.

#140 Violent Nick

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Posted 26 November 2014 - 11:41 AM

View Posts0hno, on 24 November 2014 - 03:10 AM, said:

Hi Mechwarriors,

I am concerned about high LRM boating in pug drops. It's ok to have 1 or max 2 LRM boats per game with some support launchers equipped, but at this time, it feels like 4 or more mechs per team use LRMs as the primary weapon system.

Edit1:
Personally, I don't consider LRMs to be op. In pugs, however, boating heavily puts the suppressed team in a defending position, since coordinating is difficult, and countermeasures like AMS or ECM are not adjustable nor distributed evenly.

The suggestion is to introduce/improve countermeasures, such as the AMS.

There are many posts around with suggestions how to handle the situation:
- AMS rewards
- Introduce laser driven AMS
- prohibit massive LRM usage by increased heat generation
- LRM usage adjustments (LOS -> Line-Of-Sight dependent etc.)
- adjust challenges in way that does not advantage LRMs
- new modules
- PPC sensor distruption
etc.

I like all the ideas, but since there are a lot of discussions and implementing all possibilities at once would be overcompensating, I want to know your opinion which seems most appropriate.

Edit2:
Sorry for the forced vote on option 2, I assumed that one can vote on option 1 without the second one. Unfortunately, the poll has been moved here from the suggestion section and is not editable any more.



Greetings


I am sorry but the main assertion here is false. In over a year of playing this game I have only seen a total imbalance of lrm carriers about 5 times.. my win/loss ratio is fairly good but I'm not sure if this has anything to do with it at all. I played in my new Locust earlier and carried my Tag. The enemy let me spot for our 2 lrm boats from behind their lines and together we systematically wiped out a lance allowing the others to move in. This only succeeded because of enemy failure to deal with me in my LCT PB. Had they have done so they could have then charged us and won realising that we were possibly lrm heavy. Working as intended.

Having said that.. AMS rewards... I can totally live with that. Spot on.

Edited by Nick86, 26 November 2014 - 11:43 AM.






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