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9 replies to this topic
#1
Posted 31 January 2015 - 11:29 PM
I can't actually call it a Bug because sometimes they work if the target mech has lost all armor and most structure to a section, but mostly LRMs seem to do nothing but make the opponent mech's armor flash, but not change color. Tonight I saw a Warhawk with no AMS walk completely across River City's waterway and beyond, while taking LRM fire from 5 different mechs and only take modest damage after about 2000-2500 LRM hits. I didn't see AMS shooting the missiles down either. That should not be possible without some type of Bug interfering. Right?
LRMs seem very weak now anyway. I do more critical damage with 3-4 medium lasers than the LRM30 on my mech. I mean I fire LRMs for support for five minutes and do relatively little, then go get 2 kills in 30 seconds with a couple of lasers. I think LRMs need to do a lot more direct fire damage now that they are so weak overall. I would prefer to duel mechs with LRMs included rather than lob them over objects, which is all you can do with LRMs in such a weakened state.
LRMs seem very weak now anyway. I do more critical damage with 3-4 medium lasers than the LRM30 on my mech. I mean I fire LRMs for support for five minutes and do relatively little, then go get 2 kills in 30 seconds with a couple of lasers. I think LRMs need to do a lot more direct fire damage now that they are so weak overall. I would prefer to duel mechs with LRMs included rather than lob them over objects, which is all you can do with LRMs in such a weakened state.
#2
Posted 31 January 2015 - 11:40 PM
The problem with that though is when they can do enough damage to duel with they will be OP when used from behind cover. Maybe a damage boost that drops off over distance, like +0.5 damage starting at min range that goes down to 0 orver 100 meters or something.
#3
Posted 31 January 2015 - 11:43 PM
Well, that's actually easy enough to fix though. All they need to do is nerf the hell out of spread when fired indirectly. Give it the same area of coverage as an Artillery Strike, regardless of Missile Size.
#4
Posted 01 February 2015 - 02:00 AM
Platinum Spider, on 31 January 2015 - 11:40 PM, said:
The problem with that though is when they can do enough damage to duel with they will be OP when used from behind cover. Maybe a damage boost that drops off over distance, like +0.5 damage starting at min range that goes down to 0 orver 100 meters or something.
This will defeat the purpose of LRM's as a support weapon and defeat the whole purpose of clan uses of LRM's (only use in long range when closing in, if in the situation you ARE closing in you will get more damage to the point that LRM's do more damage then SRM's or lasers... point of clan LRM's = gone)
Thunder Child, on 31 January 2015 - 11:43 PM, said:
Well, that's actually easy enough to fix though. All they need to do is nerf the hell out of spread when fired indirectly. Give it the same area of coverage as an Artillery Strike, regardless of Missile Size.
Okay, as long as this spread effect is added to every other weapon in game.
More serious response:
Why? The whole point of an LRM is a support weapon that does meh damage and is VERY ammo dependent and not that heat efficient. Also used as a long range weapon on skirmishers nad other mechs (obvious in the stock centurions, atlas, king crab, direwolf, highlander, and warhawks. amongst some of the many mechs)
1 LRM 5 is already creamed by 1 AMS.
1 LRM 10 is already knocked out by 1 AMS.
1 LRM 15 is barely doing damage to 1 AMS and nothing with 2...
1 LRM 20 is already missing a lot due to spread and does nearly the same as the 15 in damage to heavy mechs and smaller chassi's...
Etc... The requirements to use LRM's in game is already very high and now you want people to spam 5 LRM 20's and somehow expect them to have multi thousands of ammo just to get more damage then a locust and attempt to carry there own weight?
I hope with your suggestion you also added a 50% shorter cooldown and 90% less heat for missiles and have each ton of LRM ammo do 5000 rounds of LRM's... because even after those LRM buffs after your spread idea I still think LRM's would be under powered....
#5
Posted 01 February 2015 - 05:52 AM
They need some improvement when used with direct Line of Sight if they are going to remain at the current weak state, and I am not sure if some type of Bug is not affecting LRMs because they work OK on Testing Grounds and sometimes in game. LRMs are virtually useless now even as just support weapons because you could just take any direct-fire load-out and help your team more.
When you catch a single enemy mech in a large open expanse with 5 LRM support mechs all hitting it at once for an extended period and it just skates off, your LRM balance is completely broken.
When you catch a single enemy mech in a large open expanse with 5 LRM support mechs all hitting it at once for an extended period and it just skates off, your LRM balance is completely broken.
#6
Posted 01 February 2015 - 06:04 AM
Lightfoot, on 01 February 2015 - 05:52 AM, said:
They need some improvement when used with direct Line of Sight if they are going to remain at the current weak state, and I am not sure if some type of Bug is not affecting LRMs because they work OK on Testing Grounds and sometimes in game. LRMs are virtually useless now even as just support weapons because you could just take any direct-fire load-out and help your team more.
When you catch a single enemy mech in a large open expanse with 5 LRM support mechs all hitting it at once for an extended period and it just skates off, your LRM balance is completely broken.
When you catch a single enemy mech in a large open expanse with 5 LRM support mechs all hitting it at once for an extended period and it just skates off, your LRM balance is completely broken.
Direct fire does have quite a bit off benifits. Especially with artemis. Having any more bens' would make LRM's better then the equivalent ballistic weapon.
the thing is opinions on LRM's very time to time...
I remember 1 night I had a game and some people complaining that the team with most LRM's (my team) lost yet again and that LRM's are sh*t so we should stop using them.
the literal very next game I have someone complaining about LRM's being OP and stuff.
#7
Posted 01 February 2015 - 06:37 AM
In response to Lightfoot - later on as IS Mech weapons develop, there are MRM - Medium Range Missiles which are effectively los lrms doing 1 pt damage but fired as you would an SRM, so be patient and they will turn up. Time line wise, the IS is still giving way under the Clan Invasion and IS development had stagnated - - this is forced to change in response to the Clan's superior mechs, training and weaponry. Sadly the game mechanics are somewhat borked atm with all the balances and misguided attempts to not be seen as pay to win system or one that actively discourages new players due to the messed up matching that seems to be common place, meaning more experienced (not necessarily better) players have better kitted out mechs carrying meta load outs and premium modules which to be fair, are rewards for the longer playing warrior.
#8
Posted 01 February 2015 - 06:53 AM
well LRMs have been constantly nerfed. Brawlers and close range mechs are deadlier than ever. Between the damage nerf, Radar dep, ECM, lack of splash damage, urban maps, players that refuse to lock on, most of my catapults have been retired. I really wish PGI would move in the direction of making larger maps, adding active and passing sensor modes, adding a proper c3 targeting system, fixing ecm and BAP to work more like like lore. Then LRMs can be made more effective instead of just being a troll weapon for low and mid Elo.
#9
Posted 01 February 2015 - 08:26 AM
I just did a test on tourmaline at
200m LRM-15s 25 shots to kill a stationary Atlas ,, With TAG 22 shots ,, ARTY = 19 shots ,, ARTY+ TAG = 17 shots
500m LRM-15s 29 shots to kill Atlas ,, With TAG = 25 shots ,, ARTY = 23 shots ,, ARTY+ TAG = 18 shots
749m LRM-15s 29 shots to kill Atlas ,, With TAG = 25 shots ,, ARTY = 23 shots ,, ARTY+ TAG = 18 shots
1000m = 29 shots ,, ARTY = 24 shots (more like 23.2 shots)
Took 38 secs to kill the Atlas on tourmaline with a LRM-60 mech. That's a long time considering how quickly you can get behind cover.
IS also has more viable mechs for LRMs than clan too. Stalker , Catapult and Orion comes to mind.
200m LRM-15s 25 shots to kill a stationary Atlas ,, With TAG 22 shots ,, ARTY = 19 shots ,, ARTY+ TAG = 17 shots
500m LRM-15s 29 shots to kill Atlas ,, With TAG = 25 shots ,, ARTY = 23 shots ,, ARTY+ TAG = 18 shots
749m LRM-15s 29 shots to kill Atlas ,, With TAG = 25 shots ,, ARTY = 23 shots ,, ARTY+ TAG = 18 shots
1000m = 29 shots ,, ARTY = 24 shots (more like 23.2 shots)
Took 38 secs to kill the Atlas on tourmaline with a LRM-60 mech. That's a long time considering how quickly you can get behind cover.
IS also has more viable mechs for LRMs than clan too. Stalker , Catapult and Orion comes to mind.
Edited by CrushLibs, 01 February 2015 - 08:46 AM.
#10
Posted 01 February 2015 - 12:05 PM
LRMs have a lot of variables. Hits from the side are weak and the degree range for a head-on or rear hit is very narrow.
This is just a Bug report, but I don't know why it happens that LRMs seem to not get counted.
Seeing a Warhawk with no AMS nearby absorb 2000 to 2500 hundred LRMs from 5 mechs is a broken weapon. LRMs are not light once you have the ammo and launchers and Artemis added in. They consume the working payload of the mech now because they are so weak that you can no longer carry just back-up LRMs. And then when they don't work even when the target is in clear view, you wasted your drop and time and CBills because you have a payload of junk and a few lasers to fight mechs with multiple ACs and lasers or laser boats these days.
This is just a Bug report, but I don't know why it happens that LRMs seem to not get counted.
Seeing a Warhawk with no AMS nearby absorb 2000 to 2500 hundred LRMs from 5 mechs is a broken weapon. LRMs are not light once you have the ammo and launchers and Artemis added in. They consume the working payload of the mech now because they are so weak that you can no longer carry just back-up LRMs. And then when they don't work even when the target is in clear view, you wasted your drop and time and CBills because you have a payload of junk and a few lasers to fight mechs with multiple ACs and lasers or laser boats these days.
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