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Lrm Complainers


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#41 Champion of Khorne Lord of Blood

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Posted 16 January 2016 - 04:04 AM

View PostKurbeks, on 16 January 2016 - 03:59 AM, said:


As it's on order not tuber many players will play it.


Did you see the queues when the Mauler was released? That thing was $80 and I had matches with 5 and 6 per team. Or when the IIC mechs were released, I had a match where I was the only one not driving one on my team. Archer is even more famous and will be the only mech in the game that can carry 9 LRM5s, that alone has me anticipating a massive amount of people ordering it. I mean, look at all the Marauders moving around even now, they were ordered and are still not out for cbills and they are everywhere.

#42 Lucky Noob

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Posted 16 January 2016 - 04:45 AM





awww it can be soooo nice.Posted Image Posted Image Posted Image

Edited by Braddack, 16 January 2016 - 04:46 AM.


#43 jss78

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Posted 16 January 2016 - 05:07 AM

Have to admit I'm one of the guys who're bringing out the lurms for this event. I very rarely run them in general. Whatever the general merits of LRM's, I'm finding my Lurm-Jager one of the better builds for pounding in those KMDD's.

Overall I feel LRM's are fine right now -- at least at higher tiers I feel like they're a weapon that take a considerable amount of skill and tactical awareness to do consistently well with. To me that puts them in a very good place balance-wise.

Maybe we'll have something of a mini-lurmageddon when the Archer comes out, but then if people are smart enough to start running AMS en masse that'll more than compensate for those 9xLRM5 builds.

#44 Ghogiel

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Posted 16 January 2016 - 05:25 AM

I only complain about lurms when they are on my team.

#45 Chagatay

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Posted 16 January 2016 - 06:11 AM

View Postjss78, on 16 January 2016 - 05:07 AM, said:

Maybe we'll have something of a mini-lurmageddon when the Archer comes out, but then if people are smart enough to start running AMS en masse that'll more than compensate for those 9xLRM5 builds.


Sad that I will need to wait awhile to pilot such a beast but one day....Not even sure if AMS (unless it is the new hotness in meta) will help as that is so many little clouds of missile that just a few systems will get overloaded and as we all know LRM5 have little scatter and very fast firing rates. The weight/space savings is so incredible. Even if LRMs suck the SRM built engines of war will deliver immediate entertainment in brawling range.

#46 Endost33L

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Posted 16 January 2016 - 06:18 AM

"zomg lurmz h8h8 nub" all to often in chat and streams but if u see closer you will notice that most of these qq'ers dont even bother spending 1 ton of theyr mech putting AMS on , wtf is this 1ton gonna screw yr "pwnz l33t meta" build? Ive seen mega-skill streamers bitching about lurmz and NOT EVEN 1 of theyr mechs has AMS. Dat irony and yes mass party AMS does wonders.

peace

Edited by Endost33L, 16 January 2016 - 06:27 AM.


#47 Rexipher Evergrey

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Posted 16 January 2016 - 06:32 AM

View PostEndost33L, on 16 January 2016 - 06:18 AM, said:

"zomg lurmz h8h8 nub" all to often in chat and streams but if u see closer you will notice that most of these qq'ers dont even bother spending 1 ton of theyr mech putting AMS on , wtf is this 1ton gonna screw yr "pwnz l33t meta" build? Ive seen mega-skill streamers bitching about lurmz and NOT EVEN 1 of theyr mechs has AMS. Dat irony and yes mass party AMS does wonders.

peace


To be fair, it's 1.5 tons with minimum ammo for the AMS.

#48 Endost33L

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Posted 16 January 2016 - 06:40 AM

View PostPrince Damien, on 16 January 2016 - 06:32 AM, said:


To be fair, it's 1.5 tons with minimum ammo for the AMS.


AMS weapon weights 0.5 tons plus 0.5 ton of ammo is 1 ton total, also if i remember correctly ams ammo was doubled per ton sometime in the past its 2000 ammo per ton now.

Edited by Endost33L, 16 January 2016 - 06:41 AM.


#49 Chagatay

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Posted 16 January 2016 - 06:42 AM

If everyone took AMS you'd only need 0.5T per AMS. While I don't always take AMS in my faster and/or clan* mechs as space/tonnage is premium, 1T isn't really all that much and I'd still suggest it for anyone who is in a big slow lumbering assault as AMS is increasing your effective armor.

*some AMS pods are really terrible on some mechs....

Edited by Chagatay, 16 January 2016 - 06:43 AM.


#50 Revorn

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Posted 16 January 2016 - 06:44 AM

To be realistic, Leaving the Mechhangar with less then 1 ton of AMS Ammo looks somehow senseless to me. Imho


But have 2 AMS around you, with enough Ammo and my Treb with 2 LRM10A is nearly out of Game.

#51 Endost33L

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Posted 16 January 2016 - 06:50 AM

I have the "toggle ams" key binded to a key on my mouse and after many games i am now used to toggle it wherever is needed conserving that ammo.
There are places for example like underneath SPG manifold where AMS fires when lurms go on above just wasting ammo , or when you are in cover alone and dont need it where you can deactivate it. I know it sounds wtf-ish but its something you can try.

#52 stocky0904

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Posted 16 January 2016 - 08:04 AM

LRMs are op because....blablablablabla

LRMs are low skill because....blablablablabla

I dont use AMS because....blablablablabla

I dont look for cover because....blablablablabla

I dont like LRMs on my team because....blablablablabla

I am so good and highly skilled because....blablablablabla

All this game needs is laser vomit because ....blablablablabla

Ive heard all this a hundred times at least. Im getting bored.

LRMs are the weapon with the most counters in game. Learn to cope with them. YOU CAN DO IT! REALLY!

Edited by stocky0904, 16 January 2016 - 08:05 AM.


#53 El Bandito

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Posted 16 January 2016 - 08:05 AM

There is nothing more demoralizing to an LRM boat than seeing 3-4 lances of AMS fire eating up his missiles in the sky. He will be forced to shoot elsewhere, making the AMS a good deterrent in itself.

#54 Revorn

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Posted 16 January 2016 - 08:09 AM

But even if LRMs are "relative" Weak, i am looking forward to this one. Posted Image

Posted Image

He dont makes LRMs a better / more worth to complain about, Weapon, but deffitnily more fun to use. Imho Posted Image

Edited by Revorn, 16 January 2016 - 08:10 AM.


#55 Scurry

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Posted 16 January 2016 - 08:33 AM

For some reason, LRMs always seem to devastate my team while the LRMers on my team seem incapable of doing much. I personally don't have too much of an issue given I have Radar Derp and mediums are low-priority targets, but IDK.

#56 zeves

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Posted 16 January 2016 - 08:50 AM

Can i have 5 more missile hardpoints on the direwolf?
nnno?, are you sure?
ok :(

#57 Clint Steel

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Posted 16 January 2016 - 08:51 AM

LRMs are terrible for gameplay on both using and receiving ends for me.

When LRMs are heavy in a match, it requires a much more standoffish game play, "stay in cover" (if you play in PUGs) When you play smart LRMs are pretty ineffective, but take away some of the fun (particularly brawling)

Using LRMs is quite "simple." There needs to be a more involved LRM usage system, to make using them more engaging and fun.

Perhaps a system that uses a fly-by-wire system, with a PiP system, or some other sort of LRM specific designed for it. There needed to be some "out of the box" thinking to make LRMs fun to play with on both ends.

#58 Jekaterine

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Posted 16 January 2016 - 09:09 AM

I've no problem with dedicated LRM boats.
I can either avoid them (radar derp) or combat them (AMS). LRM pilots who got tag and go along with the pack are even better.

My dislike is the trend of sticking a launcher on if you got a missile hardpoint and then sit in cover and use it as a main weapon.

The amount of King Crabs and Timber wolves I see hiding behind a hill being useless and somehow believing they're contributing gets my blood pressure up something fierce.
Not so much if they're on the enemy team of course.

#59 Nick86

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Posted 16 January 2016 - 09:26 AM

View PostChoppah, on 15 January 2016 - 10:59 AM, said:

LRM's will always be lamented for the fundamental fact that they can do damage without any risk of return fire. Players hate this, and rightly so. I was in the Armored Warfare alpha/beta tests and when the devs decided to move forward with the mobile artillery class, that was it for me, no more interest. Whilst LRM's aren't nearly as bad as WOT arty, it is still objectively annoying to have to hug cover all the time to save armor to fight actually dangerous opponents. LRM's have a low skill range and versatility, only becoming super effective under certain combinations of circumstances (large distance from LRM boat, out in the open, narc'd, busy fighting real mechs, etc).


I stopped reading just about there.. You can ignore too...

#60 Paperdog

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Posted 16 January 2016 - 09:41 AM

I don't want to disappoint the AMS fanboys, but AMS is in a sad state. I do carry a few on my mechs, but I can't see the difference when 40-50 volleys hitting me nonstop. And if the enemy have more big LRM boats you have no chance.
Yes, yes take covear and play smart. Won't do much. Especially when you have no ECM and the enemy team have ECM and LRM boats combined. And thanks to the event they swarming on every map.





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