Lrm Boats Op
#1
Posted 26 June 2015 - 03:50 PM
While it would be nice to nerf LRMs in general, just make ghost heat or cool down greater. There is no reason to have 6 LRM 5s other than to make it impossible for targets to play. Same with 3 + LRM 15 or 20. just one or two volleys will kill a single mech.
Thank you!
#2
Posted 26 June 2015 - 04:05 PM
however you do bring up a point. the LRM 5 is op in comparison to the other launchers. it has the fastest reload time, and tightest missile spread. when used in large numbers it can be very very deadly, and much more ammo efficent than other LRM launchers.
on the flip side the LRM 20 is far too inaccurate to bother with. the spread is to wide. it wastes alot of the ammo it shoots.
the LRM 5 needs to have the same accuracy as the LRM 10, and the 20 needs to have the same accuracy as the 15. help tune those weapons. or alternitivly missile spread needs to be determined by the number of missiles in the total volly rather than the launcher. meaning firing 2 LRM 15 (30 missiles) and 6 LRM 5 (30 missiles) would yield the same missile spread
#3
Posted 26 June 2015 - 04:21 PM
longwang, on 26 June 2015 - 03:50 PM, said:
While it would be nice to nerf LRMs in general, just make ghost heat or cool down greater. There is no reason to have 6 LRM 5s other than to make it impossible for targets to play. Same with 3 + LRM 15 or 20. just one or two volleys will kill a single mech.
Thank you!
LOL!!!! Thanks for that OP. I needed another crazy this weapon is OP thread.
I will give the standard answer. LEARN 2 PLAY! Get ecm and radar dep module. Not that you really need those to easily find cover from the lrms.
Edited by DoctorDetroit, 26 June 2015 - 04:23 PM.
#4
Posted 26 June 2015 - 04:27 PM
It's been so long.
This is from 1 year ago.
Nazar24, on 13 August 2014 - 02:17 PM, said:
First of all,ecm.
Ecm render the acquisition of the target difficult (if not impossible) for the enemy.
So, as soon as the match start, localize the ecm mech and make sure that he cover the main team, and stick with it.
But in pug's games,it could happen that there are no ecm available in your team, or the ecm decide to leave the group and go by himself.
so what can you do?
Stick with the team and equip ams.
Ams has only one role, to counter the lrm.
one ams can bring down 3 missile per volley, making that lrm 20 directed to you an lrm 17; which is still a big number of missiles, but if you stay close to another ams friend you can stack your effects.
If you get 7 ams , that lrm 20 will be completely shoot down.
If for a reason or another, you find yourself alone targetted by lrm, find cover
That's the most basic form of defence.
Don't run in the open alone, not only lrm but any form of focus fire will tear you into pieces. Instead, as soon as you can hear betty screaming "warning incoming missiles", get a rock, a building anything taller than you between your mech and the danger.
Remember, lrm require lock, so the enemy has to get the target by himself or via a spotter.
If you find yourself under a barrage of lrm, try to identify one of the two, and shoot back (while you get cover).
No one like to be shotted at, and they will probably back up losing the lock.
If you cant find none of the two, chances are that you are under uav or narc.
While in cover search in the sky for a hovering object (the uav), if you find it, shoot it an destroy it, if not try to get under ecm or stay under cover.
If all of this doesn't work, modules.
Modules are expensive, but effective.
"Radar deprivation" make the enemy lose the target immediately after losing sight of you. (it's probably best used on a 70+ kph mech).
"Ams overload" will make your ams shoot faster, and deal more damage to that lrm volley.
"Ams range" will also allow you to shoot down more missiles, while covering better your allies
Additionally you can try to use lrm by yourself, to learn how they work and what stop them by experience.
If all of that fail, well...
The enemy have done really a good job, not because lrm are op, but because the pilot is op.
TL;DR
-get ecm near you or use an ecm capable mech by yourself
-equip ams on your mech
-get the allies to cover you with ams and ecm
-use the cover
-get some modules that counter the lrm (radar deprivation, ams overload, ams range)
-shoot back at the lrm mech
Lrms are just a trash.
Edited by Nazar24, 26 June 2015 - 04:34 PM.
#5
Posted 27 June 2015 - 08:59 AM
So how about this instead of beating a dead horse. Suggest something new. Hey, here are some examples for you to start with.
1. Suggest a New Hero Mech
2. Suggest a New Map Feature
3. Suggest a New Map
4. Suggest a New Consumable Item
But then again, these are helpful, and would help expand the game and make it more fun and enjoyable. So go ahead, stand out in the open where people like me will nail you and then complain about it. If you can only say NERF it, and can't take cover behind a building, use AMS or take advantage of an ECM Mech's coverage, people like me who use LRM's will nail you everytime, and we will take great pleasure in watching your Mech fall apart. And then when your Mech is trembling finish you off with a nice shot from our two heavy lasers. So enjoy the rain buddy. I am tired of NERF posts, they do nothing to add to the game!
#6
Posted 06 July 2015 - 05:17 AM
longwang, on 26 June 2015 - 03:50 PM, said:
While it would be nice to nerf LRMs in general, just make ghost heat or cool down greater. There is no reason to have 6 LRM 5s other than to make it impossible for targets to play. Same with 3 + LRM 15 or 20. just one or two volleys will kill a single mech.
Thank you!
You are skilless noob, that is it.
Someone had to say this stright to your face, so face it now.
LRMs are useless piece of trash FOTM, if you can't deal with them - nothing will help you Learn to play.
And, to say that, it's a lucky day when full enemy team is all boated with LRMs while own team has none.
...
And these people cry why they are roflstomped over their face with 10-48 score
Edited by DuoAngel, 06 July 2015 - 05:21 AM.
#7
Posted 06 July 2015 - 06:03 AM
longwang, on 26 June 2015 - 03:50 PM, said:
While it would be nice to nerf LRMs in general, just make ghost heat or cool down greater. There is no reason to have 6 LRM 5s other than to make it impossible for targets to play. Same with 3 + LRM 15 or 20. just one or two volleys will kill a single mech.
Thank you!
Ignoring all the insults being thrown around here. LRMs really are the weakest weapon in the game. There's a reason you don't see them in higher Elo matches. They are too easy to counter.
So I recommend you get more familiar with the maps. understand which kind of cover helps your mech. Then learn how to counter LRMs with equipment such as ECM, or Radar Dep module. Once you know the terrain, neither of those two will be really needed.
Are 6 LRM5s annoying? Yes. Do I think they should be removed from the game? No.
I think you need to play an LRM mech for a while, and that would give you a much better idea of how to counter them.
To the rest of the folks here: Guys. 53 posts for OP. Take it easy, and no need for insults. Yes, we've seen these threads a million times. OP should not bear the sins of his predecessors.
#8
Posted 06 July 2015 - 06:08 AM
Another is to add quirk penalties to spread, cooldown and other ways to certain Mechs that abuse the system.
PS, just because someone has 53 posts does not make them new, there are a number of people who play that rarely if ever post, the OP also has a Founder's tag so who knows how often OP has played compared to posting.
Edited by Wildstreak, 06 July 2015 - 07:25 AM.
#9
Posted 06 July 2015 - 07:06 AM
#10
Posted 06 July 2015 - 09:09 AM
IraqiWalker, on 06 July 2015 - 06:03 AM, said:
Man, look @ his logo... he is fuwkin founder. If he couldn't learn to play for more than 3 years now - what could help him now anyway?
#11
Posted 06 July 2015 - 10:38 AM
#12
Posted 06 July 2015 - 10:49 AM
Bring the damage back up and speed the flight time up so they feel more like guided missiles and less like bottle rockets.
And increase ammo a bit more so a mech does not have to carry half its weight in lrm ammo just to get through a match.
After all they made mechs have 2x armor value so it would be ok to have 2x the ammo count per ton.
let the flames begin.
#13
Posted 06 July 2015 - 11:04 AM
#14
Posted 06 July 2015 - 04:52 PM
hug buildings, hug hills, hug trees - if you were a real-life soldier in a war would you stand in the middle of a field and let the enemy get a clear shot at you? no, you would stay in cover because that's how you avoid getting shot at. MWO is no different
Edited by JagdFlanker, 06 July 2015 - 04:53 PM.
#15
Posted 06 July 2015 - 11:04 PM
DuoAngel, on 06 July 2015 - 09:09 AM, said:
Remember that a lot of players did leave for a long long time.
So it's quite possible OP has returned to the game recently.
#16
Posted 07 July 2015 - 02:36 AM
That Guy, on 26 June 2015 - 04:05 PM, said:
however you do bring up a point. the LRM 5 is op in comparison to the other launchers. it has the fastest reload time, and tightest missile spread. when used in large numbers it can be very very deadly, and much more ammo efficent than other LRM launchers.
on the flip side the LRM 20 is far too inaccurate to bother with. the spread is to wide. it wastes alot of the ammo it shoots.
the LRM 5 needs to have the same accuracy as the LRM 10, and the 20 needs to have the same accuracy as the 15. help tune those weapons. or alternitivly missile spread needs to be determined by the number of missiles in the total volly rather than the launcher. meaning firing 2 LRM 15 (30 missiles) and 6 LRM 5 (30 missiles) would yield the same missile spread
Well said and argued. I'm for it.
#17
Posted 07 July 2015 - 06:05 PM
That Guy, on 26 June 2015 - 04:05 PM, said:
however you do bring up a point. the LRM 5 is op in comparison to the other launchers. it has the fastest reload time, and tightest missile spread. when used in large numbers it can be very very deadly, and much more ammo efficent than other LRM launchers.
on the flip side the LRM 20 is far too inaccurate to bother with. the spread is to wide. it wastes alot of the ammo it shoots.
the LRM 5 needs to have the same accuracy as the LRM 10, and the 20 needs to have the same accuracy as the 15. help tune those weapons. or alternitivly missile spread needs to be determined by the number of missiles in the total volly rather than the launcher. meaning firing 2 LRM 15 (30 missiles) and 6 LRM 5 (30 missiles) would yield the same missile spread
Someone get this man an internet cookie. In lore, the LRM20 was a devastating weapon, easily as intimidating as an AC/20, only at long range. It annoys me so much that, when I do see LRMs, I only see LRM5 spam, because that's the 'best' way to use LRMs. That's like saying the best way to use ACs is to stack up AC/2s and fire them off one at a time in rapid succession. How many people do you see doing that?
Nobody fills missile slots with anything but SSRMs, SRMs, and LRM5s. I never see these 'LRM Boats' that everyone seems to find. If anything, that tells me that missiles are the opposite of OP.
#18
Posted 08 July 2015 - 05:38 AM
Kalimaster, on 06 July 2015 - 07:06 AM, said:
Because sometimes you have to go back and fix stuff that needs be fixed.
Example, look at New River City.
JagdFlanker, on 06 July 2015 - 04:52 PM, said:
Yes, we know about 'those' people who think LRMs should be a joke because they have zero understanding of what a Long Range Missile weapon should be, 'those' people should be ignored.
#19
Posted 08 July 2015 - 07:48 AM
That Guy, on 26 June 2015 - 04:05 PM, said:
however you do bring up a point. the LRM 5 is op in comparison to the other launchers. it has the fastest reload time, and tightest missile spread. when used in large numbers it can be very very deadly, and much more ammo efficent than other LRM launchers.
on the flip side the LRM 20 is far too inaccurate to bother with. the spread is to wide. it wastes alot of the ammo it shoots.
the LRM 5 needs to have the same accuracy as the LRM 10, and the 20 needs to have the same accuracy as the 15. help tune those weapons. or alternitivly missile spread needs to be determined by the number of missiles in the total volly rather than the launcher. meaning firing 2 LRM 15 (30 missiles) and 6 LRM 5 (30 missiles) would yield the same missile spread
agreed. The increasing ECM quantity in the game makes it more challenging.
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