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Which Lrm Firing Mechanic Do You Prefer? (And Clan Lrm Discussion)


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Poll: Which LRM firing mechanic do you prefer? (And Clan LRM discussion) (13 member(s) have cast votes)

Which LRM firing mechanic do you think is best?

  1. Inner Sphere (6 votes [46.15%] - View)

    Percentage of vote: 46.15%

  2. Clan (3 votes [23.08%] - View)

    Percentage of vote: 23.08%

  3. Neither (4 votes [30.77%] - View)

    Percentage of vote: 30.77%

Do you feel that LRMs need a nerf?

  1. Yes, Inner Sphere LRMs need a nerf (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Yes, Clan LRMs need a nerf (1 votes [7.69%] - View)

    Percentage of vote: 7.69%

  3. Yes, global LRMs need a nerf (2 votes [15.38%] - View)

    Percentage of vote: 15.38%

  4. No, LRMs do not need a nerf (8 votes [61.54%] - View)

    Percentage of vote: 61.54%

  5. Don't care (2 votes [15.38%] - View)

    Percentage of vote: 15.38%

If you voted yes above, do you think swapping the mechanics/imposing the inferior mechanic would be a good nerf?

  1. Yes (1 votes [7.69%] - View)

    Percentage of vote: 7.69%

  2. No (4 votes [30.77%] - View)

    Percentage of vote: 30.77%

  3. Don't care/I voted no above (8 votes [61.54%] - View)

    Percentage of vote: 61.54%

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#1 990Dreams

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Posted 22 April 2015 - 02:22 PM

We have all played Clan/Inner Sphere LRMs at some point. But, what I want to know, is which mechanic do you find superior, and why?

Clan- Stream fire, one at a time with brief pauses when using a launcher more than the tubes can handle

IS- Burst fire, with a pause between vollies if the launcher is larger than the tubes (e.g an LRM 20 in a 10 tube launcher fires 10 & 10)

Another question could be, should PGI swap the firing mechanics as a Clan LRM nerf? For example, if most people agree the Clan LRM firing mechanic is superior, and the community wanted a Clan LRM nerf, could we simply swap the mechanics? Also, general LRM discussion thread.

Would have posted in General Discussion if I could post polls there.

#2 Night Thastus

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Posted 22 April 2015 - 03:22 PM

I think both have their place.
IS gets lots of damage all at once, clans gets damage over time, but suffers from AMS.
I like both.

HOWEVER.

I think that if anything, LRM's should be buffed, not nerfed. In PUG drops (and for those who play in them) they feel extremely under-powered, since if you aren't in an organized group you'll rarely get locks and rarely do any damage. I know, I've tried.

In CW and you're in an organized group, you can sit back and rake in the damage using them. With 12 people and so much going on, a spotter can easily get in there to make the enemy team's life hell, especially if you are defending.

It upsets me a bit that LRM's arent a bit more like in lore, where an LRM-20 could literally kill you in a single hit if you wern't careful. However, you also carried a lot less ammo. Perhaps a ton per launcher.

Eh.

Ramble ramble ramble.

#3 Stealth Fox

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Posted 22 April 2015 - 03:58 PM

View PostNight Thastus, on 22 April 2015 - 03:22 PM, said:


It upsets me a bit that LRM's arent a bit more like in lore, where an LRM-20 could literally kill you in a single hit if you wern't careful. However, you also carried a lot less ammo. Perhaps a ton per launcher.

Eh.

Ramble ramble ramble.


That's because PGI kept having cry hards whine about dying to fast, so they made the armor double the cannon value.

this completely kicks any "weapon name number) thing in the nuts now because they are not near as powerful as they where suppose to be. IS ACs just finally got into a good spot with them, but now LRMs need some love, and they need to do more damage than what the name says.

#4 ShaneoftheDead

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Posted 22 April 2015 - 03:59 PM

LRM builds can certainly rake in certain circumstances, but with all the ECM that is here now and on it's way... and the ability to equip Radar Deprivation... I am boarder-line No Nerf. It seems that if LRMs really annoy you, there are things you can do about it.

#5 Kenyon Burguess

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Posted 22 April 2015 - 04:03 PM

clan lrm has no min range, while the damage up close is very low, it should either not be there or allow the IS lrms to do the same.

#6 OznerpaG

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Posted 22 April 2015 - 04:51 PM

i played 1500 games straight honing my IS LRM skills to the point where i can *almost* brawl with them (as well as it's possible with a 180m minimum range lol), and i think they'r fine as is. can't stand clan LRMs and don't use them, but they are good for what they are so they'r fine too

my only issue with LRMs in general is the IS tube limits - clan mechs could theoretically fit LRM20 launchers in LRM5 tubes because they stream out anyways, while most IS mechs have a stupid tube limit which strictly limit launcher size. IF there was no LRM ghost heat then i'd understand, but with ghost heat penalties for firing more than 2 tubes at once there's absolutely no reason why there should be tube limits for any IS mechs since ghost heat already limits your ability to fire LRMs in the same way ghost heat limits the ability for any mech to fire more than 2 PPCs at once

if there are tube size limits with missiles then there should be size restrictions for AC and energy mounts too - instead there is ghost heat to restrict AC, energy, and missile usage so all 3 mount types should have no mount restrictions

Edited by JagdFlanker, 22 April 2015 - 05:24 PM.


#7 Hotthedd

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Posted 23 April 2015 - 06:18 AM

I would like to see LRMs fire in volleys of 5 per shot per launcher, closer to TT.

#8 Levi Porphyrogenitus

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Posted 23 April 2015 - 11:03 PM

Redo LRMs entirely.

Have them fly in flights of 5 missiles, each flight tracking a single "bone" in the same way as SSRMs do. It's lore-friendly, and it reduces the biggest balance issues with LRMs (CT-centric damage, especially when amplified by small launcher spam and cLRM stream volleys), allowing them to be changed (buffed, maybe) in other ways since doing so won't break them like they have been in the past.





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