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Let's Talk Missiles

Weapons

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#21 Funkmaster Rick

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Posted 18 January 2016 - 09:30 PM

Inferno missiles would be badass.

#22 Crockdaddy

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Posted 18 January 2016 - 09:36 PM

I can only say "LURMS" are not gud. Git Gud.

In very few ideal circumstances do LRMs work. Mostly with new players against other new players. Sometimes in CW if the conditions are right. However direct fire in almost every case is far more effective.

#23 wanderer

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Posted 18 January 2016 - 09:37 PM

View PostKhobai, on 18 January 2016 - 07:21 PM, said:


how lrms will outrange lasers? theyre supposed to be long range missiles. they should outrange lasers like they do in tabletop.


Actually, Clan ERLLs outrange LRMs. So do IS and Clan ERPPCs.

As to the OP? Not a chance.

As to anyone saying "Get rid of/nerf indirect fire"- that's all LRMs have going for them. They can hit targets that direct-fire can't.

They are not and never will be effective direct fire weaponry. Eliminate or make IDF cruddy enough, you eliminate LRMs entirely. It doesn't matter if you make them fire or forget or increase velocity or anything else, because in the end, they don't let you put 50 damage into one location and you don't get to choose where they hit. This makes them garbage-tier direct-fire weaponry regardless of what other wizardry you tack on.

And those have -always- been the dominant weapons since convergence was locked into perfect mode because of PGI not being able to properly code anything else. The only changes have been depending on how Paul's shuffled stats around to allow for the biggest, most efficient combi-blast to a single hit location.

Being able to lob missiles over cover effectively has been the one virtue LRMs get. Eliminate that and an LRM 15 is just a cruddy, slow LB-X that you can dodge behind a rock and prevent damage or walk through ECM and lose them or hide for a second with radar deprivation and the shot eats dirt harmlessly.

Edited by wanderer, 18 January 2016 - 09:44 PM.


#24 JP Josh

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Posted 18 January 2016 - 10:30 PM

if your dying by lrm either your tactics arnt sound or your mech build needs adjusting.

#25 Kilo 40

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Posted 18 January 2016 - 10:55 PM

I had no idea that so many people can have such a hard time breaking line of sight.

seriously, what is so hard about that?

#26 Narcissistic Martyr

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Posted 18 January 2016 - 10:55 PM

View Postsensen, on 18 January 2016 - 05:22 PM, said:

1. Missiles need more weight (a lot more)
2. Missiles launching should cause a lot more heat.
3. Missile Launchers should take more slots.

I believe this is fair considering the new map is nothing but a snowy "no man's land" (learn your history if you don't know what that is). Also it will stop people from heavily relying on LRM boats...honestly I wish they didn't add LRMs because there are only 12 v 12 maps. If it was 50 v 50 then I can understand the need for artillery.


1&3. TT weights and slots stay.

2. LRMs are already pretty hot and less effective than laser bulimia and dakka.

#27 Col Jaime Wolf

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Posted 19 January 2016 - 01:47 AM

nerf lrms they are obviously OP. less damage, more heat, less ammo, lower ghost heat limit (only 1 launcher period) and give launchers the chance to explode like gauss, after all they are loaded with highly volatile missiles.

1 they can hit me when i cant shoot back this is obviously wrong in an FPS and using lrms is like using a GL or bazooka. quite literally it is a "noob tube"

2 the launchers weigh far to little and have far to much ammo per ton as i often see LRM gigasours with 60+ tubes. i should not have to deal with such a large amount of indirect fire, even if roughly 30% of the missiles miss outright on a hit.

3 i should not have to be bothered to carry extra equipment (ECM, radar dep, AMS) just on account of these noob tubes.people that i regard as scrubs shouldn't ever be allowed to scratch my paint. and if i am forced to then ECM should actually provide COMPLETE immunity from LRMS period.

4 PGI should punish players that use LRMS by upping the chance of ammo explosion so that just breaking 90% heat runs the risk of an ammo explosion.

5 these ammo explosions should further punish the LRM noobs team by causing area damage around said LRM mech, to teach them to give any LRM mech a wide berth and to not protect them or even help them when they are under attack.

6 enemy lights should be immune to this area effect explosion as they should be encouraged to hunt down LRM boats and punish them for bringing such useless scrub weapons.

7 launchers should explode like gauss explodes and with more internal damage

8 LRMS should have their ROF reduced so that people can never chain them even if they did use 6+ LRM 5's

9 LRMS should deal reduced damage and only apply full damage once armor is gone. again ECM should still provide complete immunity from LRMS

10 2 AMS should be enough to kill hundreds of LRMS that way i by myself can shoot them all down

11 Radar dep should cause LRM boats to lose lock instantly as long as im not in THEIR line of site

12 LRMs shouldn't be able to target mechs that the LRM boat cannot see with direct LOS, regardless of tag or narc

13 tag should only decrease LRM lock on time and spread by 5% as they are already OP

14 NARC should only share target information but shouldn't allow mechs to lock missiles on without direct LOS and it shouldn't counter ECM either.

15 BAP should only allow increased sensor range and rag doll time, should not counter ECM or allow LRM mechs to target shut down mechs

i mean why should I suffer just because some cowardly scrubs want to hide behind cover and milk damage off my targets. why should i have to deal with screen shake and explosions from someone that sits behind HIS WHOLE TEAM at the spawn and then proceeds to vomit endless streams of missiles

why should i suffer at all? i cant shoot back and that's unacceptable in a modern FPS. direct LOS weapons should always be the best weapons because this game is an FPS.

#28 Kilo 40

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Posted 19 January 2016 - 01:57 AM

View PostMellifluer, on 19 January 2016 - 01:47 AM, said:

nerf lrms they are obviously OP. less damage, more heat, less ammo, lower ghost heat limit (only 1 launcher period) and give launchers the chance to explode like gauss, after all they are loaded with highly volatile missiles.

1 they can hit me when i cant shoot back this is obviously wrong in an FPS and using lrms is like using a GL or bazooka. quite literally it is a "noob tube"

2 the launchers weigh far to little and have far to much ammo per ton as i often see LRM gigasours with 60+ tubes. i should not have to deal with such a large amount of indirect fire, even if roughly 30% of the missiles miss outright on a hit.

3 i should not have to be bothered to carry extra equipment (ECM, radar dep, AMS) just on account of these noob tubes.people that i regard as scrubs shouldn't ever be allowed to scratch my paint. and if i am forced to then ECM should actually provide COMPLETE immunity from LRMS period.

4 PGI should punish players that use LRMS by upping the chance of ammo explosion so that just breaking 90% heat runs the risk of an ammo explosion.

5 these ammo explosions should further punish the LRM noobs team by causing area damage around said LRM mech, to teach them to give any LRM mech a wide berth and to not protect them or even help them when they are under attack.

6 enemy lights should be immune to this area effect explosion as they should be encouraged to hunt down LRM boats and punish them for bringing such useless scrub weapons.

7 launchers should explode like gauss explodes and with more internal damage

8 LRMS should have their ROF reduced so that people can never chain them even if they did use 6+ LRM 5's

9 LRMS should deal reduced damage and only apply full damage once armor is gone. again ECM should still provide complete immunity from LRMS

10 2 AMS should be enough to kill hundreds of LRMS that way i by myself can shoot them all down

11 Radar dep should cause LRM boats to lose lock instantly as long as im not in THEIR line of site

12 LRMs shouldn't be able to target mechs that the LRM boat cannot see with direct LOS, regardless of tag or narc

13 tag should only decrease LRM lock on time and spread by 5% as they are already OP

14 NARC should only share target information but shouldn't allow mechs to lock missiles on without direct LOS and it shouldn't counter ECM either.

15 BAP should only allow increased sensor range and rag doll time, should not counter ECM or allow LRM mechs to target shut down mechs

i mean why should I suffer just because some cowardly scrubs want to hide behind cover and milk damage off my targets. why should i have to deal with screen shake and explosions from someone that sits behind HIS WHOLE TEAM at the spawn and then proceeds to vomit endless streams of missiles

why should i suffer at all? i cant shoot back and that's unacceptable in a modern FPS. direct LOS weapons should always be the best weapons because this game is an FPS.


Poe's law.

I honestly can't tell if you're serious or being sarcastic.

#29 Col Jaime Wolf

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Posted 19 January 2016 - 02:05 AM

View PostKilo 40, on 19 January 2016 - 01:57 AM, said:


Poe's law.

I honestly can't tell if you're serious or being sarcastic.


then i have succeeded Posted Image

wont darn fhe dish

#30 Clownwarlord

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Posted 19 January 2016 - 02:10 AM

Wow OP is ... NO!!!

If you have an issue with lrms then:
- take ams
- take ecm
- take radar deprivation
- use cover

If you have an issue with that then what do you do for the laser vomit?
- use cover

THAT IS THE ONLY THING YOU CAN DO AGAINST DIRECT FIRE WHEN LRM YOU HAVE SO MANY OTHER OPTIONS!!!

Posted Image

Edited by clownwarlord, 19 January 2016 - 02:27 AM.


#31 Kilo 40

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Posted 19 January 2016 - 02:11 AM

View PostMellifluer, on 19 January 2016 - 02:05 AM, said:


then i have succeeded Posted Image

wont darn fhe dish


at "COMPLETE immunity" I was like "uh huh...." but then you really tightened it up in the second half.

bravo.

#32 Karl Marlow

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Posted 19 January 2016 - 02:40 AM

View Postclownwarlord, on 19 January 2016 - 02:10 AM, said:

Wow OP is ... NO!!!

If you have an issue with lrms then:
- take ams
- take ecm
- take radar deprivation
- use cover

If you have an issue with that then what do you do for the laser vomit?
- use cover

THAT IS THE ONLY THING YOU CAN DO AGAINST DIRECT FIRE WHEN LRM YOU HAVE SO MANY OTHER OPTIONS!!!

Posted Image

Actually radar dep still required you to take cover. Even then depending on the situation you might be hot by some missiles. Same with ams. It helps but doesn't negate. It also puts a tasty ammo box on your laser boat. ECM is less of an issue than it used to be. It´s rather easy to negate anymore.

Taking cover is usually a good bet but the cover has to account for missile trajectory. Something you don't have to worry about when hiding from direct fire.

#33 Retrospectus

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Posted 19 January 2016 - 02:44 AM

the only time LRMS seem to be a problem is during challenges when most of a team takes them, and really how powerful can a weapon be if it takes half a team focusing multiple barrages to kill a single mech?
sure it sucks to be that one guy who crest a hill at the wrong moment or gets spotted crossing open ground but it's no worse than walking into a dakka-wolf

#34 Livewyr

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Posted 19 January 2016 - 03:23 AM

View Postsensen, on 18 January 2016 - 05:22 PM, said:

ECM


What was that, OP?

I couldn't quite get a lock on what you were saying...

#35 Curccu

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Posted 19 January 2016 - 03:37 AM

View Postsensen, on 18 January 2016 - 05:22 PM, said:

1. Missiles need more weight (a lot more)
2. Missiles launching should cause a lot more heat.
3. Missile Launchers should take more slots.

I believe this is fair considering the new map is nothing but a snowy "no man's land" (learn your history if you don't know what that is). Also it will stop people from heavily relying on LRM boats...honestly I wish they didn't add LRMs because there are only 12 v 12 maps. If it was 50 v 50 then I can understand the need for artillery.

You drunk?

#36 Revorn

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Posted 19 January 2016 - 04:02 AM

View Postsensen, on 18 January 2016 - 05:22 PM, said:

1. Missiles need more weight (a lot more)
2. Missiles launching should cause a lot more heat.
3. Missile Launchers should take more slots.

I believe this is fair considering the new map is nothing but a snowy "no man's land" (learn your history if you don't know what that is). Also it will stop people from heavily relying on LRM boats...honestly I wish they didn't add LRMs because there are only 12 v 12 maps. If it was 50 v 50 then I can understand the need for artillery.



Posted Image

Nope, simply Nope.

Because......... AMS, ECM, Radar Dep, Cover, Income Warning. Gimme the same against your AC or Laservomit and we can talk.

Edited by Revorn, 19 January 2016 - 04:05 AM.


#37 oldradagast

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Posted 19 January 2016 - 04:08 AM

View Postsensen, on 18 January 2016 - 05:22 PM, said:

1. Missiles need more weight (a lot more)
2. Missiles launching should cause a lot more heat.
3. Missile Launchers should take more slots.

I believe this is fair considering the new map is nothing but a snowy "no man's land" (learn your history if you don't know what that is). Also it will stop people from heavily relying on LRM boats...honestly I wish they didn't add LRMs because there are only 12 v 12 maps. If it was 50 v 50 then I can understand the need for artillery.


This is a prime example of why relying on random user feedback is worthless. Missiles have been the most hated class of weapon in the game for ages. There was a full year or more where their damage was basically half of what it should have been, LRM's are still weak (though not useless as they normally are), and SRM's only recently became viable with the increase in speed and tighter grouping.

So, no. Reducing an entire series of weapons back to useless because of 1 map is just bad game design.

#38 Galenit

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Posted 19 January 2016 - 04:19 AM

If every mech, thats not a light, would take ams, lrms would be not a problem.
Until we see more then 50% of mechs with ams, lrms are still bad and need a buff.

#39 JC Daxion

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Posted 19 January 2016 - 04:32 AM

I would like to see them changed...


Add line of sight to greatly increase targeting speed. It feels like a darn eternity waiting to grab your own lock even with BAP+TAG+ART

I'd remove blind fire for lock. You could fire at a target using someone else, but those missiles would not be locked, nor could you grab a lock after fired. Only locked targets when fired could re-lock


It would make mechs open themselves for an attack to use them for the most part, as unlocked missiles would only hit the absolute clueless, (or stuck :P) But mainly be for suppression fire, to keep people from crossing an area risk free.

But when you use them by grabing your own target, and firing, then you would have to choose, how long you held your lock, verse duck for cover.. People say LRM's take no skill, but the really do to use them verse anyone buy new players. Come on, how hard is it to hit a new player with a gauss? ac20? Lasers? it's not hard at all.. But LRM's on a good player is very hard due to the crazy long lock times, to me only balanced that way because of Blind Locks...

Spotters could still help with tag or narc, But you still would have to show yourself.. How fast those locks would need to be? i dunno.. but look at SRM's, someone 250m away, i come outta cover and fire, and can hit. LRM's if they are moving you need to get a lock.. 2-3 seconds waiting, then travel time is far to long to be used against any decent player. And blind locks work way to well against the ones that don't know any better.

#40 Johny Rocket

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Posted 19 January 2016 - 05:55 AM

View PostCrockdaddy, on 18 January 2016 - 09:36 PM, said:

However direct fire in almost every case is far more effective.

Know the best way to shut down direct fire?
5 lrm5 launchers.





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