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Ecm - Needs A Change Badly


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#21 Revis Volek

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Posted 05 November 2015 - 02:02 PM

View PostKrellshand, on 05 November 2015 - 12:52 PM, said:



Hmm, you did read that my LRM Summoner sports a NARC and a BAP (plus 2 laserz! :D)



This is standard eqiupment on most LRM mechs (maybe nor NARC, but CAP/BAP and TAG)

Nothing you are doing is better then your run of the mill LRM mech, but LRMs are junk compared to any other weapon in this game.

Drop the LRMS all together on Clams! Add in Stream fire effect the clans get and you have an EVEN WORSE version of Lock on Long Range Missle then the glob fire IS counterparts.


LRMS are not good.

#22 Mcgral18

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Posted 05 November 2015 - 02:04 PM

PTS changes the 'targetingfactor' variable on the Jesus Box.

Live servers is set to '0.25' to the PTS '1.0'. That means the PTS has no Magic Jesus Field that stops targeting, and only the double duration lock time, while the live server cuts radar range down to 25%, or 200M stock (from 800M).


Changing that value to '0.5' fixes that particular issue, giving ECM cover at range, past 400M default, or up to 600M if you equip the sensor module and an Active Probe.

#23 Clit Beastwood

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Posted 05 November 2015 - 02:09 PM

View PostSereneChaos, on 05 November 2015 - 02:00 PM, said:


moar meta, pew pew!!

I like playing lrms, but haven't done so recently. IMO lrms are not viable right now, there are far too many counters. When they were/are viable, it adds another nice dimension (yes, that's my subjective opinion) to the game because I don't just sit back and rely on the efforts of others, or *insert stereotyped and fallacious lrm hate ad nauseam here*


That's the thing - they *are* viable, but only up to a certain point - players outgrow them. I did suggest some changes to LRMs, but weapons that spread damage all over the place are always going to take a back seat to direct fire.





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