I am not sure if it is a HR issue, but LRMs in-game are much too weak. It encourages boating LRMs or boating Lasers to a level where the mech can compete. That's incorrect balance since Battle Tech canon balance would give the mixed load-out mech an edge based on cooler running and greater tactical ability.
I know players complain when missiles destroy their mech, and some players believe guided missiles are cheating, but that has nothing to do with balance. I think balance is when you can't control everything actually rather than say, boating lasers always works best. Probably what MWO has now.
Anyway, you have all these mechs running around Battle Tech with just one LRM launcher, which in PnP is always worth taking, but in MWO it's a waste of space and weight and you might as well just boat more lasers. So what if LRM launchers got an accuracy boost based on how few the mech had mounted? They would still need to get by AMS and ECM, but would at least be a bit more balanced versus lasers and other weapons. And it would discourage boating in a positive way.


Buff Lrm Accuracy When Lower Number Are Mounted
Started by Lightfoot, Mar 07 2015 10:32 AM
6 replies to this topic
#1
Posted 07 March 2015 - 10:32 AM
#2
Posted 07 March 2015 - 10:45 AM
The problem is these are 10 minute simulations, not a representation of BattleTech.
If every mech on the battlefield carried an LRM 20 from Heavy-Assault, and all the mediums LRM 10's, and no boating with increased accuracy, you'd see LRM200 (which is around what you see now) and LRM200 already does 5-15% damage to your mech.
This just isn't a realistic solution for a 10 minute match.
If every mech on the battlefield carried an LRM 20 from Heavy-Assault, and all the mediums LRM 10's, and no boating with increased accuracy, you'd see LRM200 (which is around what you see now) and LRM200 already does 5-15% damage to your mech.
This just isn't a realistic solution for a 10 minute match.
#3
Posted 07 March 2015 - 02:42 PM
You know, placing a TAG for missile lock bonuses and an LRM5 with 1 ton of ammo for getting all the assists are both quite decent money-makers. And you get to pin most individuals behind a rock. Hard. With only 4 tons of equipment. Firing a big salvo makes many miss the center torso or they have to spend time shooting out for a while before being able to start reloading (dps loss). Small salvos ftw 
btw, LRM200... Would kill me. I'm a light pilot -.-

btw, LRM200... Would kill me. I'm a light pilot -.-
#4
Posted 07 March 2015 - 03:14 PM
ThrashInc, on 07 March 2015 - 10:45 AM, said:
The problem is these are 10 minute simulations, not a representation of BattleTech.
If every mech on the battlefield carried an LRM 20 from Heavy-Assault, and all the mediums LRM 10's, and no boating with increased accuracy, you'd see LRM200 (which is around what you see now) and LRM200 already does 5-15% damage to your mech.
This just isn't a realistic solution for a 10 minute match.
If every mech on the battlefield carried an LRM 20 from Heavy-Assault, and all the mediums LRM 10's, and no boating with increased accuracy, you'd see LRM200 (which is around what you see now) and LRM200 already does 5-15% damage to your mech.
This just isn't a realistic solution for a 10 minute match.
No, LRMs don't work in MWO, that's why there are no LRM=OP posts anymore. If they worked at all there would be an army of frustrated victims posting hysterically about how unfair it was.
If you mean the number beside the target pip, an LRM salvo of 45 missiles drops it by 1-3% typically. You can also drop 45 LRMs on a mech with no armor front or back and red internals and on average it will take 3 salvos (135 LRMs) to kill it when a single Medium Laser would end it in one shot. Now maybe LRMs are bugged on the Live servers, but mechs with a single LRM launcher are not going to have any use for it. And in PnP a single LRM-15 is a very effective weapon for a mech and that is where the mechs all got designed so some adherence to Battle Tech must be observed for that reason.
#5
Posted 08 March 2015 - 04:22 PM
On a clan add tag + targeting comp + artimes and you do horrendous damage. Have 2 to 3 mechs with lrm 20 like that or a spotter and the rain is painful
I have 3 lrm 5 on my atlas. They are great softening and harrasment weapons. Not primary but can freak the hell out of the enemy
I have 3 lrm 5 on my atlas. They are great softening and harrasment weapons. Not primary but can freak the hell out of the enemy
#6
Posted 08 March 2015 - 06:29 PM
lrm5 is pretty accurate and useful in many situations
- fire from cover (i am on the move or targeted? fire lrms while the attention comes off of me)
- shake (maybe i cannot kill the dw in one shot, but he will have a hard time targeting my teammates)
- make enemy run (or stand in smoke)
#7
Posted 09 March 2015 - 02:50 AM
Greetings all,
The largest problem I see with LRM's is 'as you stated' lasers currently outrange them by sometimes 600 or 700mtrs, more with quirks and mods. And at near max range the lasers are doing about the same damage.
All the LRM's are exactly the same size and use similar guidance systems. It doesn't matter if you have 5 or 20, the missile pack arrives with all the required systems to deliver that size or group of missiles to the target. The only buff we should be getting (not seen yet) is LOS shoots with Artimis. This system is the 'final solution' where LRM's are concerned. Directed targeting beam from the launcher to the Enemy 'Mech, and should allow for a lower arch to the target, a shorter 'time to target', and possibly selective component targeting. (or at least parts of the 'Mech chassis.)
- Hold the reticle on a Enemy 'Mech part and Artimis drills the missiles to that spot. It's LOS after all.
Sidebar here:
If PGI was to up the range somewhat for the LRM missiles, provide optics that allowed for there extended range use, and had maps that were large enough, they may find there use again on the battlefield.
- One option I'd suggest, in the current state, the impact sight for LRMs,
~ if some miss the 'Mech, hit the ground, they should create lots of dust and smoke. Effectively making that spot, no longer a good sighting/shooting location. Even if you completely miss, the Enemy will no longer have any clear sight to your 'Mechs. And they should be moving somewhere else.
Yes, I know smoke and dust are 'evil' things for rendering. But any battlefield without it is, just not right.
- The carnage these 'Mechs are slinging around, and its 'just another Sunday afternoon stroll' to look around.
- The only thing smoking may be a damaged 'Mech, the terrain doesn't seem to be effected at all. A 100 LRMs and SRMs could have landed, you'd never know if you just arrived.
- This engine is fully capable of rendering smoke and particle effects, hand off the display requirements to the GPU and free up the CPU for other things. (its included in the engines coding to do that.)
Just some thoughts,
9erRed
The largest problem I see with LRM's is 'as you stated' lasers currently outrange them by sometimes 600 or 700mtrs, more with quirks and mods. And at near max range the lasers are doing about the same damage.
All the LRM's are exactly the same size and use similar guidance systems. It doesn't matter if you have 5 or 20, the missile pack arrives with all the required systems to deliver that size or group of missiles to the target. The only buff we should be getting (not seen yet) is LOS shoots with Artimis. This system is the 'final solution' where LRM's are concerned. Directed targeting beam from the launcher to the Enemy 'Mech, and should allow for a lower arch to the target, a shorter 'time to target', and possibly selective component targeting. (or at least parts of the 'Mech chassis.)
- Hold the reticle on a Enemy 'Mech part and Artimis drills the missiles to that spot. It's LOS after all.
Sidebar here:
If PGI was to up the range somewhat for the LRM missiles, provide optics that allowed for there extended range use, and had maps that were large enough, they may find there use again on the battlefield.
- One option I'd suggest, in the current state, the impact sight for LRMs,
~ if some miss the 'Mech, hit the ground, they should create lots of dust and smoke. Effectively making that spot, no longer a good sighting/shooting location. Even if you completely miss, the Enemy will no longer have any clear sight to your 'Mechs. And they should be moving somewhere else.
Yes, I know smoke and dust are 'evil' things for rendering. But any battlefield without it is, just not right.
- The carnage these 'Mechs are slinging around, and its 'just another Sunday afternoon stroll' to look around.
- The only thing smoking may be a damaged 'Mech, the terrain doesn't seem to be effected at all. A 100 LRMs and SRMs could have landed, you'd never know if you just arrived.
- This engine is fully capable of rendering smoke and particle effects, hand off the display requirements to the GPU and free up the CPU for other things. (its included in the engines coding to do that.)
Just some thoughts,
9erRed
Edited by 9erRed, 09 March 2015 - 02:53 AM.
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