Lrm Boats Are Breaking This Game
#81
Posted 27 January 2016 - 08:24 PM
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
Posted 27 January 2016 - 08:42 PM
#84
Posted 27 January 2016 - 09:15 PM
Oh yeah, more nerfs for players who don't pay attention is just what MWO needs.
#85
Posted 27 January 2016 - 10:03 PM
Bonger 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
Posted 27 January 2016 - 10:07 PM
wanderer, on 27 January 2016 - 08:09 PM, said:
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
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.
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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
#87
Posted 27 January 2016 - 10:11 PM
thehiddenedge, on 27 January 2016 - 08:16 PM, said:
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
Posted 27 January 2016 - 10:15 PM
pyrocomp, on 27 January 2016 - 06:28 PM, said:
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
Posted 27 January 2016 - 10:24 PM
KahnWongFuChung, on 27 January 2016 - 02:41 PM, said:
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
Posted 27 January 2016 - 10:36 PM
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.
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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
Posted 27 January 2016 - 11:04 PM
cSand, on 27 January 2016 - 02:31 PM, said:
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
PGI need to encourage LRM players to carrying bigger stacks rather than constantly streaming out 5 packs (as hilarious as that is)
And PGI just discouraged players to use bigger launchers few patches ago by giving smaller launchers less spread.
#92
Posted 27 January 2016 - 11:07 PM
#93
Posted 27 January 2016 - 11:36 PM
#94
Posted 28 January 2016 - 03:26 AM
Curccu, on 27 January 2016 - 11:04 PM, 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?
#95
Posted 28 January 2016 - 03:44 AM
surgetank, on 27 January 2016 - 02:27 PM, said:
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
Posted 28 January 2016 - 03:49 AM
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
Posted 28 January 2016 - 04:00 AM
#98
Posted 28 January 2016 - 04:07 AM
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
Posted 28 January 2016 - 04:30 AM
Wolfways, on 28 January 2016 - 03:26 AM, said:
LRM5s got lowest dps, highest (ok on par with LRM10) heat per damage and most importantly lowest burst damage.
#100
Posted 28 January 2016 - 04:37 AM
cSand, on 27 January 2016 - 02:31 PM, said:
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
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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