Lrm Boats Are Breaking This Game
#121
Posted 28 January 2016 - 01:48 PM
Polar is a decent map overall, it just forces you to fight differently that the other maps with taller cover. Take a radar derp module, stay low and close on the lurm boats. Get up close and kick their teeth in.
Always watch for fast moving spotters in your backfield. Check the path of any stray TAG beams to see if they're from a member of your team or not.
Always watch the position indicators of your team to see if any of them have been NARCed. Call it out over in game comms and watch for fast movers marking targets. As soon as you see someone get NARCed, find some cover to snuggle up against for cover if you do get NARCed.
Have your fast movers go harass the enemy lurm units. Wait until they're occupied and push them, leading with arty strikes (be sure to announce your arty drop to give your fast movers time to get clear).
Lurm boats are easy to deal with, but you have to be smart and aggressive.
#122
Posted 28 January 2016 - 02:06 PM
As always, git gud. LRM's are okay at best, and terrible in reality.
Thou if you still find them super evil op too easy. Try them yourself. Boat all the lrms, be that guy.
And remember, Archer is coming Mechwarriors, best find cover.
#123
Posted 28 January 2016 - 02:10 PM
cSand, on 27 January 2016 - 02:41 PM, said:
lol, as if you've never been caught with your pants down and LRM'd to death.
Its been ages for me....Even the other night with 3 crit components and eventually on one leg. The LRM boat never got the kill...
Farming dmg, sure. KIlling stuff, LRMS are not so good.
#124
Posted 28 January 2016 - 02:12 PM
#125
Posted 28 January 2016 - 02:19 PM
Mystere, on 28 January 2016 - 01:35 PM, said:
For now it's the only one you can't aim. Effectiveness of all other weapons is encreasing with tier, isn't it? and tier dependence was referenced to the tier of a pilot using LRM, not the on it was used against. But anyway, below was a better suggestion.
#126
Posted 28 January 2016 - 02:36 PM
http://www.businessi...eres-why-2016-1
#127
Posted 28 January 2016 - 03:38 PM
pyrocomp, on 28 January 2016 - 02:19 PM, said:
Really? "Can't aim"?
I don't know about you but just because a locked sensor target is bigger does not mean it's not something you "can't aim". No. So let's clear that falsehood up too.
- LRMs must be aimed on a sensor target that is bigger than it's actual mech.
- Not only must it be aimed at the larger target, it must be maintained on target for an unknown length of time unlike all other weapons which are instant fire and forget.
- LRMs must then maintain their aiming on target as solidly as possible from time of attempted lock to time of impact or risk missing the target.
Now... Other factors.
-LRMs have the ability to look off target for a very brief window of time, but lock must be reaquired during flight time or the weapon misses.
- No other weapon in the game has to hold it's lock for up to 5 seconds from launch to impact with an additional period of up to 30 seconds to aquire lock.
- In that time, you cannot safely focus on any other target till the lock is lost or all your work is lost.
- LRMs are the only weapon in the game that does not follow LOS, but is indirect fire which means you have to compute whether or not your flightpath is clear or you end up spraying missile confetti on a nearby obstruction or hit cover long before you hit target.
No, LRMs are not "no aim" weapons. Let's stop that lie too.
They are not a twitchy weapon because of their mechanics, and they are one for patient and calculating players. They are overly nerfed because less... sure I'll use the term... intelligent players... or those too addicted to a typical FPS gameplay find boring or confusing or too difficult to deal with or not instant enough gratification and therefore should be removed from the game. This is very similar to torpedo haters in World of Warships who can't stand such a slow, often invisible weapon if they do not pay attention to their sonar warnings till you start hearing the pings.
I've suggested if you want to add twitch to LRMs, fine. Lose the sensor targetting, Radar Deprivation (now useless) and ecm (now useless). Allow LRMs to fire and forget on the target clicked on just like any other DF weapon. The launcher can then turn away and do other stuff as the targeting is then handled automatically by the computer. No re-aquisition, if the target manages to lose LOS from the missile's viewpoint (gonna be hard) they miss. Otherwise, you're going to get a much tighter spread hitting on the mech component that was where the crosshairs were on click. Yes, that means you can headshot with LRMs. But that adds twitch into the game and forces LOS... but you're going to hate it because the damage is just going to be delayed and nobody's warning you it's coming in and no magic box to stop it.
There's your twitchy solution, and I'm certain the LRMHatorz would scream foul that way too.
#128
Posted 28 January 2016 - 03:57 PM
Nick86, on 28 January 2016 - 12:15 PM, said:
'problem map' as in nubs are gonna walk in the open easier than on other maps with big terrain that breaks LOS incidentally.
But yeah, move in the crevices, ez pz.
#129
Posted 28 January 2016 - 04:27 PM
Kjudoon, on 28 January 2016 - 03:38 PM, said:
I don't know about you but just because a locked sensor target is bigger does not mean it's not something you "can't aim". No. So let's clear that falsehood up too.
- LRMs must be aimed on a sensor target that is bigger than it's actual mech.
- Not only must it be aimed at the larger target, it must be maintained on target for an unknown length of time unlike all other weapons which are instant fire and forget.
- LRMs must then maintain their aiming on target as solidly as possible from time of attempted lock to time of impact or risk missing the target.
Now... Other factors.
-LRMs have the ability to look off target for a very brief window of time, but lock must be reaquired during flight time or the weapon misses.
- No other weapon in the game has to hold it's lock for up to 5 seconds from launch to impact with an additional period of up to 30 seconds to aquire lock.
- In that time, you cannot safely focus on any other target till the lock is lost or all your work is lost.
- LRMs are the only weapon in the game that does not follow LOS, but is indirect fire which means you have to compute whether or not your flightpath is clear or you end up spraying missile confetti on a nearby obstruction or hit cover long before you hit target.
No, LRMs are not "no aim" weapons. Let's stop that lie too.
They are not a twitchy weapon because of their mechanics, and they are one for patient and calculating players. They are overly nerfed because less... sure I'll use the term... intelligent players... or those too addicted to a typical FPS gameplay find boring or confusing or too difficult to deal with or not instant enough gratification and therefore should be removed from the game. This is very similar to torpedo haters in World of Warships who can't stand such a slow, often invisible weapon if they do not pay attention to their sonar warnings till you start hearing the pings.
I've suggested if you want to add twitch to LRMs, fine. Lose the sensor targetting, Radar Deprivation (now useless) and ecm (now useless). Allow LRMs to fire and forget on the target clicked on just like any other DF weapon. The launcher can then turn away and do other stuff as the targeting is then handled automatically by the computer. No re-aquisition, if the target manages to lose LOS from the missile's viewpoint (gonna be hard) they miss. Otherwise, you're going to get a much tighter spread hitting on the mech component that was where the crosshairs were on click. Yes, that means you can headshot with LRMs. But that adds twitch into the game and forces LOS... but you're going to hate it because the damage is just going to be delayed and nobody's warning you it's coming in and no magic box to stop it.
There's your twitchy solution, and I'm certain the LRMHatorz would scream foul that way too.
You haven't read the initial post as I proposed, have you? Ok, here is the part for you to read now. Find the 'need the twitch mechanics' statement.
pyrocomp, on 28 January 2016 - 04:53 AM, said:
And to clear some things out.
First, there are many loopholes in the lock mechanics. Like the lock cannot be lost during shutdown. Yes, if you fire a volley and overheat then the lock is not lost. All fired LRMs will go onto target, even if it was with RadarDerp and broke LoS and you will, when powering up again, have the solid lock with the 'off-target' timer set to 0. This is a problem with the lock code, rarely abused, but it exists. So the statement that LRMs absolutely need the aiming into some general direction of the targeted mech is not valid.
Another thing is that you do not need lock to hit the target. LRMs flightpath is complex and has some levelling in its end. So if the lock is lost, but the target is slow or is just backtracking from you it will still get some from the volley. At some locations with some prediction on where the enemy mech is moving you can use LRMs without lock altogher targeting ground infront of your target. Ineffective but some times usefull. And roduces no warning. Sometimes it is useful to shoot a stationary target without lock to assure that there will be no warning.
And the last point. The 'can't aim' part was for the simple thing. You can't aim LRMs on cored leg or arm or ST, just on the general mech. You cannot control flightpath. You can do nothing but maintain lock (not difficult). But the exact proposal was not in adding twich mechanics (LRMs firing as SRMs were proposed not a single time and this way it is definately non-twitching) but in adding more reason to aim to achieve a less spread. At some point after one of the patches due to a code error the LRMs required precise aiming to aquire and keep the lock. People claimed it was fun and asked to keep it that way. Haven't tried it that time but do believe it was interesting.
So, pls, read what was proposed (and there were many other proposals to add LRMs, ACs, PPC and etc more flavour via different mechanics), ask if unsure that you understood correctly and use less lables (LRMHatorz, jeez, I'll keep that in mind).
#130
Posted 28 January 2016 - 05:18 PM
Problem solved.
#131
Posted 28 January 2016 - 05:19 PM
#132
Posted 28 January 2016 - 05:48 PM
#133
Posted 28 January 2016 - 06:34 PM
Kjudoon, on 28 January 2016 - 05:48 PM, said:
oops, wrong post
Kjudoon, on 28 January 2016 - 05:48 PM, said:
this is the post I wanted to quote
LRMs...easy to use, difficult to use well
Edited by Bushmaster0, 28 January 2016 - 06:34 PM.
#134
Posted 28 January 2016 - 06:34 PM
LRMs already have plenty of counters. Use them and stop whining for nerfs.
(I don't generally use LRMs, not my play style, but know plenty of people who do.)
#135
Posted 28 January 2016 - 07:54 PM
I'm in Tier 5 and even I don't worry about LRM in Polar. The number of time I die to LRM rain is like 1/10 of my total death and even then, that's because my team's already over run.
You don't blame bullets for being OP in COD or Battlefield if you walk out in the open right? AMS, ECM, cover (and by god does Polar have covers galore) and breaking LOS are all...
I can't finish. This OP's too far gone. Next!
#136
Posted 28 January 2016 - 09:22 PM
Make LRMs stronger. Make Artemis LRMs ground-hugging as described in Battle Tech since they are using a Line of Sight targeting system.
#137
Posted 28 January 2016 - 10:06 PM
With the reduction of ECM coverage, LRMS are back in favor, but you won't see them in higher tier matches as previously stated, because ammo runs out, and lasers have much more damage potential.
Remove laser vomit? Why? The innersphere was loaded with laser vomit mechs long before the clans came. Lasers are the way!
#138
Posted 28 January 2016 - 10:16 PM
#139
Posted 28 January 2016 - 10:22 PM
#140
Posted 28 January 2016 - 10:32 PM
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