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Lrm Boats Are Breaking This Game


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#81 Navid A1

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Posted 27 January 2016 - 08:24 PM

Oh my god not again.

LRMs need buffs. They have been nerfed badly (most recent being in december patch).

Lurms are weak right now.

Damn... just because of this thread i'm gonna ride my lurm boats and collect some tears right now.

#82 G Light

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Posted 27 January 2016 - 08:42 PM

I can't wait to see this thread again in March once the Archers hit the game

#83 Imperius

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Posted 27 January 2016 - 08:46 PM

View PostG Light, on 27 January 2016 - 08:42 PM, said:

I can't wait to see this thread again in March once the Archers hit the game


Why can't we auto k-town these threads?

Edited by Imperius, 27 January 2016 - 08:47 PM.


#84 Lightfoot

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Posted 27 January 2016 - 09:15 PM

Time to buff LRMs you mean. I have been playing regularly the past 3 weeks through all the LRM usage for the challenges and I have only been hit a few times and usually carry no AMS. You folks just need to stop making yourselves easy missile targets. It is so easy. You just evade LRMs, shutdown to break the lock and the LRMs go away. Then you go take the LRM mechs out while they are targeting someone else.

Oh yeah, more nerfs for players who don't pay attention is just what MWO needs.

#85 Wolfways

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Posted 27 January 2016 - 10:03 PM

View PostBonger Bob, on 27 January 2016 - 06:44 PM, said:


way to go on overkill of bad ideas to fix something that's not broken.

with these ideas your throwing lore out the window, making lurms even easier to use than they are already and increasing the potential damage that people will yield over the duration of a match.

better idea : AMS / ECM / don't stand in the open getting wet to complain that it rained / use cover.

lrms are at about the most non-broken stage they've been at to date.

and polar is great, its got plenty of cover in long winding channels that make it easy to close on the enemy, the major thing that does separate it from most of the other maps is you get 10x the punishment for standing in open ground as the missile boats can still shoot from the valleys they sit in to take cover.

You might think they aren't broken, but if a weapon is bad I consider it broken.
But what lore am I throwing out?

#86 Wolfways

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Posted 27 January 2016 - 10:07 PM

View Postwanderer, on 27 January 2016 - 08:09 PM, said:

"Please stop LRMs from hitting me in anything but organized teams when I can't shoot the launcher."

Personally I don't care about it, but many players complain about indirect-fire being too easy. That's the only reason I added that in.


Quote

If they're going to normalize reload times, I'm not gonna mind much. Better normalize clustering damage as well.



I can remember when LRMs didn't have incoming missile warnings. I'd love to see people reacting to chainfired launches at that point.

Which is why I added the "remove chainfire" bit.



Quote

Actually, it's being stupid enough to even try to trade with real direct-fire weaponry at this point, given pinpoint, perfect alphas.



Velocity boost. LRMs benefit proportionately the most of all weapons from this, as they have the lowest velocity of any projectile in the game.



See above. Velocity is a direct part of the effective range on LRMs, so better accuracy means faster missiles means longer effective range.



Higher velocity per missile = better range. Also, if you made LRMs fire-and-forget, so would ELRMs. Nothing like 1250m+ stealth missiles in the air before you even see the 'Mech firing em, right?

I'd be happy that they have a place in the game. I love getting hit by lots of LRM's because it's so rare Posted Image

#87 Wolfways

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Posted 27 January 2016 - 10:11 PM

View Postthehiddenedge, on 27 January 2016 - 08:16 PM, said:

I feel LRMs are pretty good where they're at right now for what they are supposed to be used for: fire support and softening up targets until your other weapons are in range.

That's the point. They cannot be used to soften up targets before your other weapons are in range because your other weapons are in range well before LRM's become viable....unless you only use small lasers....

As long as there is an incoming missiles warning LRM's will be MRM's as the target can easily get behind cover in the time it takes the missiles to get there.

#88 Wolfways

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Posted 27 January 2016 - 10:15 PM

View Postpyrocomp, on 27 January 2016 - 06:28 PM, said:

There is AMS for that. Perfectly works against small volleys streaming and not so effective against bulks. Single AMS almost completely negates one NxLRM5 boat on chainfire. When there will be more AMS then there will be less LRM5s.

But you can group fire the LRM5's. There's not much heat from them, and 3xLRM5's weigh less than 1xLRM15.
Imo a big launcher should be better than multiple launchers with the same tube count.

#89 General Solo

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Posted 27 January 2016 - 10:24 PM

View PostKahnWongFuChung, on 27 January 2016 - 02:41 PM, said:

But I will agree the LRM damage animations hitting your cockpit screen is way to much and that needs to be nerfed by 50% along with the damage shake you get by a LRM volley hitting you.

Also I would say all weapon damage animations need backed off 25-50% overall or reduce the time the weapons animation plays when weapons are fired by 25-50% overall.


I disagree that cockpit shake is an issue, other wise the "Improved Gyro" module would have no cause to exist.

The least this 2nd class weapon can have is 1st class cockpit shake when it succeeds

Edited by OZHomerOZ, 27 January 2016 - 10:36 PM.


#90 thehiddenedge

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Posted 27 January 2016 - 10:36 PM

That's the point. They cannot be used to soften up targets before your other weapons are in range because your other weapons are in range well before LRM's become viable....unless you only use small lasers....

As long as there is an incoming missiles warning LRM's will be MRM's as the target can easily get behind cover in the time it takes the missiles to get there.
-----------------------------------------------------------------------------------------------------------

I was referring to almost all IS lasers, and most autocannon. So about 450m+ range

granted, they could use a much higher velocity, and like I said radar range could be increased another couple hundred meters.

#91 Curccu

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Posted 27 January 2016 - 11:04 PM

View PostcSand, on 27 January 2016 - 02:31 PM, said:

I think LRMs are in a good spot.

I would like to see the 6x lrm 5 go away though, because constantly firing lrms is stupid. Give all LRMs packs the same cooldown and reload as the rest of the LRMs, or give ghost heat on LRM 5s Posted Image

PGI need to encourage LRM players to carrying bigger stacks rather than constantly streaming out 5 packs (as hilarious as that is)

Posted Image we could go all the way battletech and give all weapons 10 second cooldown... would be awesome right? and there already is ghost heat on LRM5s that is why people are streaming them.

And PGI just discouraged players to use bigger launchers few patches ago by giving smaller launchers less spread.

#92 Kjudoon

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Posted 27 January 2016 - 11:07 PM

People who agree with the op either have no idea how lrms work, have never used lrms, have lrmphobia, or are just intractably bad.

#93 Kotzi

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Posted 27 January 2016 - 11:36 PM

The more lrms the enemy has the less they stand a chance in a brawl if your team has non. Now you can either cower in fear getting shot to pieces because their spotters doing a great job. Or you can push and force them into a brawl. Seen to many insulting the enemy rather than actually try to adapt. And a little tip, not the lrms are your problem, if you are getting shot without beeing seen by them.

#94 Wolfways

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Posted 28 January 2016 - 03:26 AM

View PostCurccu, on 27 January 2016 - 11:04 PM, said:

Posted Image we could go all the way battletech and give all weapons 10 second cooldown... would be awesome right?

No, but anyone with any sense would have decreased the damage and heat generation by the same percentage that they increased the weapons rate of fire by... Or is it just me?

#95 Jon Gotham

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Posted 28 January 2016 - 03:44 AM

View Postsurgetank, on 27 January 2016 - 02:27 PM, said:

The time has come for lrm mechs to be nerfed as its spoiling any one to one battles. take Polar map as a example its a pure Lrm map which is a shame as it could be a great map but as it stands you have little change of a good brawl due to never getting close. ok you say use ECM and AMS but its no use against so many lrms boats i was on the map the other day and the opposing team had 4 lrm boats and just about killed all my team.This is not fun anymore.

I get brawls all the time on polar. That recently had been in an ecmless atlas RS. Though the lrm spam in games is starting to get really annoying. As in fun killing.

#96 Alistair Winter

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Posted 28 January 2016 - 03:49 AM

I'll just repeat what I say in every LRM or SSRM thread.

They're not UP, they're not OP. They're poorly designed, because they're the most situation-based weapon in the game and the least skill-based weapon in the game (in terms of aiming). Take a Stormcrow with 5xSSRM6 and BAP and you'll have some situations where you can inflict horrific damage with minimal aiming skills, and you'll have other situations where you can't inflict even average damage for a medium mech, even with superb aiming skills. It's the same with LRMs.

Put more emphasis on aiming skills, remove the feast-or-famine factor.

#97 Kjudoon

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Posted 28 January 2016 - 04:00 AM

Aiistaire... Lrms you are right on this for the most part but mistook aiming for twitch. Lrms are a whole different mechanic. On the other hand ... If you want to make them.more twitchy, you can make them fire and forget where you pull the trigger and if it is on the mech, the swarm tries to hit where the crosshairs were much like a stinger missile. Using photographic type lock. Then you get the twitch aspect of needing los but can duck back assured that the lrms will be arriving on target all on their own and you can fight others while the lrms splash as normal on your target with you paying no more attending n just like gauss snipers.

#98 KingRock

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Posted 28 January 2016 - 04:07 AM

LRM'S are far from breaking the game. I think they are pretty good where they are right now, velocity boost would be nice but really 450m is where they are best and closer. Traditional LRM boat kicking back a grid square away from his team lobbing rocks is just cheetah meat. Good lrm players will be in the thick of it, 100m or so behind their brawlers throwing damage over their shoulders to focus down dangerous targets. And in those areas lasers and ballistics are probably better so I don't have beef with LRM users, being prone to golden boy or 8R rampages myself sometimes.

But people saying polurm lurmlands is safe from LURMS are kidding themselves.
"Kill the spotter and you will be safe"

Yeah kill that white pirates bane with ecm peeking over a snowdrift at 700m...... right. If you can even see it. And then chase it off? Ever heard of don't chase the squirrel? Taking a bunch of mechs off the Frontline to chase a mech you can barely see, let alone shoot when it's sprinting around swerving at 165kph is asking for trouble, because any good squirrel will tell his team that he's being followed. Then they will push into what remains of your forces, terminate them then mop up the squirrel runners. Gg.

"There's heaps of cover just L2P"

No. Apart from a few scattered bases across the map, there is no hard cover. Once you are locked up its over. And as someone who has played that white pirates bane and followed mechs desperately running through gullies and humping drifts begging the rain to stop, I can assure you that if you're out in the snow there is nowhere to run. And when your screen is costantly rattling and filled with exploding fireballs, well death is imminent.

That being said I don't mind the map so much, it's good to have a mix. Lurm boaters that run the same build all the time hoping for alpine or lurmlands should have their day, just like brawler assaults get bog and collective to wreck face at melee range.

If anything is wrecking the game it's the same tired peekaboo playstyle that so many pilots seem to have hard-wired to their heads - polar makes this hard because there's not a lot to hide behind so mobility and changing angles is crucial, but this is an alien concept to many and like most people a lot of players are afraid to change, so they lash out at being forced to do so to be successful on the new map, instead of Changing to adapt.


What I'd like to see is the ability to, instead of picking a specific mech, you pick a class of mech and then pick say 3 from that class. When the map is decided you get to then pick from one of the 3 pre-selected mechs in the weight class you opted for before you entered MM. so if you do pull lurmlands you can leave the 48kph brawler atlas at home and grab that BLR 1S with 911m ERLL.

Edited by KingRock, 28 January 2016 - 04:08 AM.


#99 Curccu

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Posted 28 January 2016 - 04:30 AM

View PostWolfways, on 28 January 2016 - 03:26 AM, said:

No, but anyone with any sense would have decreased the damage and heat generation by the same percentage that they increased the weapons rate of fire by... Or is it just me?

LRM5s got lowest dps, highest (ok on par with LRM10) heat per damage and most importantly lowest burst damage.

#100 DovisKhan

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Posted 28 January 2016 - 04:37 AM

View PostcSand, on 27 January 2016 - 02:31 PM, said:

I think LRMs are in a good spot.

I would like to see the 6x lrm 5 go away though, because constantly firing lrms is stupid. Give all LRMs packs the same cooldown and reload as the rest of the LRMs, or give ghost heat on LRM 5s Posted Image

PGI need to encourage LRM players to carrying bigger stacks rather than constantly streaming out 5 packs (as hilarious as that is)


My MAD DOG is mad at you for saying that :E





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