Noob Toobs are not breaking the game.
Lrm Boats Are Breaking This Game
Started by surgetank, Jan 27 2016 02:27 PM
163 replies to this topic
#161
Posted 29 January 2016 - 12:36 PM
#162
Posted 29 January 2016 - 12:43 PM
Yep. LRMs are incredibly situational.
Mind you, I sit there and regularly get 3-4 kills in the 500-700 damage range on my Orion- and given that part of my damage is -forced- to miss, I'm actually putting more like 700-900 damage into my targets with a considerable chunk wasted on the surrounding terrain.
-Great- games for me are in the same damage/kill range as you're getting. Again, lost damage. Tighter clusters on bigger launchers would help. So would velocity increases. And I'd -still- have uneven games based on ECM density and map type.
But it'd certainly feel better if I got more of any given salvo to actually reach and hit targets, even considering it's scattered damage.
Mind you, I sit there and regularly get 3-4 kills in the 500-700 damage range on my Orion- and given that part of my damage is -forced- to miss, I'm actually putting more like 700-900 damage into my targets with a considerable chunk wasted on the surrounding terrain.
-Great- games for me are in the same damage/kill range as you're getting. Again, lost damage. Tighter clusters on bigger launchers would help. So would velocity increases. And I'd -still- have uneven games based on ECM density and map type.
But it'd certainly feel better if I got more of any given salvo to actually reach and hit targets, even considering it's scattered damage.
#163
Posted 29 January 2016 - 01:23 PM
A thread like this does reinforce my belief that the LRM weapon itself if working as intended: It's meant to be annoying as hell and really be a support weapon to provide the ability to weaken targets from afar as well as modify positioning and engagements on the battlefield to the detriment of the opposing team. It's how I run them as a mobile boat anyways.
Like many weapons in the past meta's, the weapon itself isn't at fault, it's how the game and map design make a certain play style with specific weapons more optimal. There was nothing wrong with the Gauss Rifle itself but boating them created a problem so we end up with a charge mechanic. Energy weapons wern't a huge issue until around the time PPC's stopped sucking and 6 PPC Stalkers and similar builds came around.
They're balancing weapons based on the most efficient play style and loadouts but that winds up being a vicious cycle because you can nerf one weapon or mechanic to dissuade a particularly nasty tactic (poptarting is the first to come to mind) but the competitive players, or really any player who's really into running the most efficient build, they'll just move on and create a new meta.
Can't say I've got a miracle cure for this type of issue.
Like many weapons in the past meta's, the weapon itself isn't at fault, it's how the game and map design make a certain play style with specific weapons more optimal. There was nothing wrong with the Gauss Rifle itself but boating them created a problem so we end up with a charge mechanic. Energy weapons wern't a huge issue until around the time PPC's stopped sucking and 6 PPC Stalkers and similar builds came around.
They're balancing weapons based on the most efficient play style and loadouts but that winds up being a vicious cycle because you can nerf one weapon or mechanic to dissuade a particularly nasty tactic (poptarting is the first to come to mind) but the competitive players, or really any player who's really into running the most efficient build, they'll just move on and create a new meta.
Can't say I've got a miracle cure for this type of issue.
#164
Posted 29 January 2016 - 03:55 PM
Kjudoon, on 28 January 2016 - 10:22 PM, said:
Lol... Now that's a scary thought. Make Artemis lrms ground hugging. Sure as long as they avoid obstacles and follow terrain even if the target ducks behind cover. I almost picture the pursuit cam from Evil Dead. That'd be hilarious to see them whipping through cover to hit targets and weaving around buildings and over hills like that.
That's what Artemis did in MechWarrior 3. They don't have terrain avoidance, but they did go over small bumps etc. Artemis is Line-of Sight only so the path has to be clear at launch for Artemis to work. They should not arc high into the sky when the path to the target is straight in front. Artemis eliminates the need for the high arc.
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