

Clan Lrm Minimum Range
#1
Posted 09 January 2015 - 04:48 PM
Technically in MWO cLRMs have no minimum range, but with the exponential drop off of damage under 180m makes them effectively useless at dealing damage unless one is 170m+ from an opponent. In otherwords, cLRMs de facto have the same minimum range as IS LRMs while suffering from chain fire (which is both blessing and curse).
Honestly, would it be so terrible to allow cLRMs to do half - or even full - damage at any range under 180m? Even if the clustered IS LRMs had no min. range they would still be much worse at range than comparable ballistics, and cLRMs are quite susceptible to AMS and damage spread can be considerable given their streaming. LRMs have significant drawbacks, including weight (albeit less than IS LRMs), need for ammo and risk of ammo explosions, yet remain worse than ballistic weapons, even clan UACs.
I think allowing cLRMs to truly have no minimum range would help make LRMs a more effective weapon system and would not make them overpowered.
#2
Posted 09 January 2015 - 05:02 PM
...
Nothing?
Nothnxbai
#3
Posted 09 January 2015 - 05:15 PM
Edited by Vanguard836, 09 January 2015 - 05:17 PM.
#4
Posted 09 January 2015 - 05:27 PM
Vanguard836, on 09 January 2015 - 05:15 PM, said:
Just that LBX 20s aren't susceptible to AMS...
Also, an LBX fired center mass at ~100m will hit with all pellets. An LRM will in all probability not hit with all missiles, especially if your target is moving perpendicular to you fast.
Need I mention their reload time (5s vs. 4s), the fact a C-LRM(20) takes time to empty its tubes and the fact their projectile speed is way lower than an AC's in addition to the fact LBX 20s get one more shot per ton?
#5
Posted 09 January 2015 - 05:28 PM
Let's see... streaks do 12 damage for 3 tons, CLRMs would do 15 damage for 3 tons, with a faster recharge rate and the option of firing at long range. Yes, there is in fact a direct-fire weapon worse than LRMs (for clans).
#6
Posted 09 January 2015 - 05:32 PM
terrycloth, on 09 January 2015 - 05:28 PM, said:
Let's see... streaks do 12 damage for 3 tons, CLRMs would do 15 damage for 3 tons, with a faster recharge rate and the option of firing at long range. Yes, there is in fact a direct-fire weapon worse than LRMs (for clans).
This is actually incorrect. S-SRM6 does 12 damage to its intended target.
C-LRM15 does 12 paper damage for the same weight, only that some of its missiles will miss.
EDIT: This is assuming both targets stand still. Of course the SSRMs will plow into the ground if the target evades the proper way.
Short-ranged LRMs won't arc and would thus be susceptible to their target's evasive maneuvers.
That said, whenever the timeline advances, we'll see Streak LRMs. Postponed is not abandoned.
Edited by Antagonist, 09 January 2015 - 05:37 PM.
#7
Posted 09 January 2015 - 05:33 PM
Antagonist, on 09 January 2015 - 05:27 PM, said:
Just that LBX 20s aren't susceptible to AMS...
Also, an LBX fired center mass at ~100m will hit with all pellets. An LRM will in all probability not hit with all missiles, especially if your target is moving perpendicular to you fast.
Need I mention their reload time (5s vs. 4s), the fact a C-LRM(20) takes time to empty its tubes and the fact their projectile speed is way lower than an AC's in addition to the fact LBX 20s get one more shot per ton?
I wrote "like" not "is". At point blank, basicaly on the mech, AMS can't react much.
terrycloth, on 09 January 2015 - 05:28 PM, said:
Let's see... streaks do 12 damage for 3 tons, CLRMs would do 15 damage for 3 tons, with a faster recharge rate and the option of firing at long range. Yes, there is in fact a direct-fire weapon worse than LRMs (for clans).
180M actually.
#8
Posted 09 January 2015 - 05:36 PM
This solidifies IS LRMs as the kings of indirect fire, and gives Clan LRMs their own niche.
#9
Posted 09 January 2015 - 05:38 PM
Adamasartus, on 09 January 2015 - 05:36 PM, said:
This solidifies IS LRMs as the kings of indirect fire, and gives Clan LRMs their own niche.
That would be Streak LRMs, ca. 3057.
#11
Posted 09 January 2015 - 05:42 PM
Vanguard836, on 09 January 2015 - 05:15 PM, said:
There is a solution to that: You allow CLRMs their full damage, but you make them terribly inaccurate under 180m to simulate the missiles not having a full lock on the target. you may get lucky and make a full hit, but more likely only a small handful of missiles will actually hit, while the remainder fail to lock on and are unable to track the target. Even in TT, there was never a 100% guarantee that all of your missiles would hit, which is why you had to roll for clusters. (Streak SRMS were the exception to the rule.)
#12
Posted 09 January 2015 - 05:43 PM
#13
Posted 09 January 2015 - 05:43 PM
#14
Posted 09 January 2015 - 05:45 PM
No Clan LRMS are perfectly fine as they are and the damage modifier under 180m does NOT need to be changed.
(The funniest being me in a Kitfox with only LRMs facing off against a LRM Kintaro, where I moved in well under 180m where the IS LRMs couldn't damage me and I killed him with my Clan LRMs which still work well under that range.)
#15
Posted 09 January 2015 - 06:06 PM
IMO Clan LRMs are better on all fields. I have seen a Vulture dump an LRM 20 into an opposing mech and MAYBE miss 2-4 missles. Where as I have seen an LRM 15 OR 20 from IS miss at a minimum 5 every time like clock work bc its just a big "box" of missles.
Under 180 clan missles are horribly annoying because of the massive screen shake AND the fact that it can still damage.
THAT is there niche, there needs to be no other additions to it.
#16
Posted 09 January 2015 - 06:22 PM
#19
Posted 09 January 2015 - 06:44 PM
Techorse, on 09 January 2015 - 05:02 PM, said:
...
Nothing?
Nothnxbai
Fight path (arc, and turning speed/radius can be altered so they are not agile close quarters)
LRM's "spray" from the launcher and fly into a cluster after 180m. Such as they have a first stage ignition to push them out of the launcher and away from the mech, then second stage kicks in where the lrms get a huge boost in speed and move into their corrected flight path, but kicking up a lot of dust as they do so.
Otherwise they would be dealing damage to the launcher.
bunch of neat things you could do and still have them do full damage from 0-180.
You dont need to buff is lrms. This is different technology. I would expect clan missiles to operate different, rather than just come from the launcher in a stream.
Edited by MoonUnitBeta, 09 January 2015 - 06:58 PM.
#20
Posted 09 January 2015 - 06:50 PM
Vanguard836, on 09 January 2015 - 05:15 PM, said:
A someone who's also played a lot (I enjoy missile mechs) of cLRMs and IS LRMs, I say it wouldn't be. Sure, it weighs less, but would also be less accurate. As otherwise stated, at less than 100m, all pellets from an LBX will hit the same general region, missiles would not. I imagine you would get about half the damage where you want it, with greater cooldown and slower projectile velocity. In other words, likely relatively in balance in terms of effectiveness per ton (same total damage, more spread, less weight).
@ Ace Selin: Sure, if you can keep an enemy there, fine. Below 100m - worthless. If you play with a team that can keep you safe, you're fine, but essentially the practical difference between 120-180m is quite small, leaving only marginal benefit compared to IS LRMs. Where cLRMs have lost all effectiveness is at close range encounter, where they should still do damage. Counter the benefit with the increased potential for friendly fire when using them. For the record, I would be fine with IS LRMs having no min. range either.
@Wolfwood: Yes, there is screenshake, but experienced players will either A. close in and ignore the screenshake that does no damage, or B. get out of fire quickly. Plus, it is debatable if the screenshake SHOULD be as distracting as it is.
@terrycloth: Then you've discovered a bug and should report it to support. IS listed LRM minimum range is 180m.
By the number of replies, I feel I have hit a nerve. I think it's clear to everyone that LRMs have issues. So many of you who jumped in here disagree with me, but who here feels LRMs as is are a truly fearsome weapon system? How many competitive groups run large amounts of LRMs? Seriously, without testing this, how can one know it would be overpowered? At current, LRMs do great against "bads" while they are terrible against any player who knows what they are doing. I am at best a modest pilot, yet I RARELY get killed by LRMs. Good players - pretty much never. I think this would give LRMs at least some improvement, and if doing so means removing cLRM indirect fire, then so be it.
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