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Lrms......useless!


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#21 Wintersdark

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Posted 27 June 2015 - 07:15 AM

View PostMonkey Lover, on 27 June 2015 - 07:06 AM, said:


Question is would you have got more kills if you had 4 lpl other than 45lrm. My view the lrms spread so much damage it didn't help the team as much as two more lpl to someone ct.


Generally, no. The actual damage output difference is pretty minor once heat capacity is factored in, but more importantly the LRM's allow me to continue focusing on targets I can't see. . Not that I hang in the back - at all times, I prefer use of the lasers. However, there are a lot of narrow avenues in CW maps where advancing mechs in a group can't all fire on a target while attacking. Lots of small bits of cover where the LRM's allow me to keep applying pressure all the time.



And that would be 2 LPL's minus the ERML's I'd have to remove to mount them.

#22 Hit the Deck

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Posted 27 June 2015 - 07:19 AM

View PostAlistair Winter, on 27 June 2015 - 07:12 AM, said:

Hmm, I dunno.

My statement detector readings are off the chart!

The 'Mech could work because the TAG is located beside the head and after you got a target, you can launch quite a lot of missiles in short amount of time because of the superquirks + cooldown module + skill upgrade + target decay module.

#23 Alistair Winter

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Posted 27 June 2015 - 07:56 AM

View PostHit the Deck, on 27 June 2015 - 07:19 AM, said:

The 'Mech could work because the TAG is located beside the head and after you got a target, you can launch quite a lot of missiles in short amount of time because of the superquirks + cooldown module + skill upgrade + target decay module.

Oh. I thought you were secretly telling the OP to L2P :(

#24 DaisuSaikoro Nagasawa

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Posted 27 June 2015 - 09:02 AM

View Postsonic420, on 27 June 2015 - 04:10 AM, said:

It seems with every new patch the Long Range Missles become more useless.Using Missle boats in cw, Ive seen my average damage of around 1400, dwindle down to about 750.At the same time ive seen Laser Taggers go from 1400 to around 2500-3000 damage.Now I cant lock through a rock,Keep a lock for more than 3 seconds or even think about hitting an Ogen with a missle(as they are boxed). What gives? I assume its all of the laser taggers crying about getting hit with LRMS! Do you not know how to avoid them? Shame on you! Well Lrms stop hoards of mechs from running freely (in the wide open) and maulling everything down in there path. LRMs make the enemy retreat, even from spawn points. Stop ruining the game! If you want to play laser tag.....your in the wrong place!


You know what does a great job with all those things. Direct fire.

The intelligent pilots aren't going to do all the things you're saying because they'll figure out how to counter it (to a degree). Support weapons are helpful but not when they're expected to be the main fighting component.

LRMs aren't useless.

#25 Weeny Machine

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Posted 27 June 2015 - 09:16 AM

View Postmadhermit, on 27 June 2015 - 05:28 AM, said:

I have mech with NARC and tag. And I enjoy playing it tremendously, especially when my team has heavy LRMs.


How does this make you feel?


I hardly see LRM boats anymore. Evidence of how badly the LRM and ECM mechanics are implemented. Basically one ECM can hide a whole company of mechs.

#26 MischiefSC

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Posted 27 June 2015 - 09:28 AM

Indirect fire is a **** mechanic in a game like this. It is. If you have a weapon that lets you shoot someone who can't shoot you back you have a significant advantage. Hence you have to nerf it to be flat out inferior to all other weapons in every single other way, or else it is inherently superior.

Suppose ERPPCs let you shoot through walls with a spotter. Suddenly they would be the go to weapon, even with the heat. Why? Because you can shoot people who can't shoot back at you. Even with all the other issues ERPPCs have they would suddenly be a go-to weapon.

It's why in CW most high end comp teams have at least 1 wave with long range weapons and why skilled pilots often do sniper work with long range weapons. Why? Same thing. Shooting someone who can not adequately return fire is a huge advantage.

So LRMs suck and they have to suck. Make them a direct fire weapon and you can buff the **** out of them. Give them a very limited, inherently inferior indirect fire mode but make them essentially a direct fire weapon and you can balance them, plus ECM and all the other associated buggered up aspects of the game.

Instead of having a largely broken mechanic that is counter-balanced by a broken mechanic.

#27 Bongo TauKat

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Posted 27 June 2015 - 09:30 AM

Using LRMs as a primary weapon has always been a less than effective tactic for me. Depending on others to lock for indirect fire is problematic especially in PUG drops. Direct fire works until they close and brawl with you turning you into a paperweight. I have always thought of them as a deterrent and saturation weapon. I don't count on them to win the day but for them to keep the enemy's head down and to scour some armor off of them as I close.

#28 Hit the Deck

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Posted 27 June 2015 - 09:37 AM

View PostMischiefSC, on 27 June 2015 - 09:28 AM, said:

...
So LRMs suck and they have to suck. Make them a direct fire weapon and you can buff the **** out of them. Give them a very limited, inherently inferior indirect fire mode but make them essentially a direct fire weapon and you can balance them, plus ECM and all the other associated buggered up aspects of the game.

Instead of having a largely broken mechanic that is counter-balanced by a broken mechanic.

I'm glad that we have LRM to act as a support weapon, not every weapon has to be balanced against each other in their ability to kill. Some people also prefer to play as support. Maybe buff LRM damage a little bit to make it meaner.

Edited by Hit the Deck, 27 June 2015 - 09:37 AM.


#29 Madcap72

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Posted 28 June 2015 - 06:27 AM

LRM's are a great way to counter the longer range advantage of clan weapons. Would love to see them go back to 1.1 damage.

#30 C E Dwyer

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Posted 28 June 2015 - 07:24 AM

odd I don't find LRM's useless.

I find them very dependent on team mix, but if your pugging and a team folds don't matter what weapon you got.

Had a five kill game in a lrm10 x 2 based st ives this morning getting 500 plus damage games with it, its one of, if not the weakest mech in the game, and I'm never out the top half and sadly often in the top three match scores since I started using this lame duck, in the event, and i'm not grouped being help farm my place on the leader board either ;)


Nah, LRM's ain't useless, but they ain't great either

#31 ThisMachineKillsFascists

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Posted 28 June 2015 - 07:33 AM

View PostThe Ripper13, on 27 June 2015 - 06:17 AM, said:

and cover out there LRM's mostly feel futile.

And Cover he said.


Pgi pls nerf cover so lrm mechs can be useful now .lol

Edited by ThisMachineKillsFascists, 03 July 2015 - 06:21 AM.






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