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I've Given It Thought. Lrms Need A Buff


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#21 Wolfways

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Posted 29 January 2016 - 03:48 AM

View Postadamts01, on 29 January 2016 - 03:41 AM, said:

Damage/ton would stay the same

Exactly. Ammo-based weapons already have to use far too much tonnage for ammo. Pgi took ammo counts from TT (representing a few minutes of combat) and changed them a little for up to 15 minute (30 minute CW) matches while also greatly increasing weapon ROF, which is also why mechs run too hot in MWO unless you cram DHS into every available space.

Imo if a stock mech comes with 2 tons of ammo that 2 tons should be enough for a match in MWO.

#22 Ratpoison

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Posted 29 January 2016 - 03:49 AM

Radar deprivation needs to be a reduction in lock decay time, not an elimination of it. It's way too strong for a module, even compared to the wall hack module.

#23 Darian DelFord

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Posted 29 January 2016 - 03:55 AM

View PostMister D, on 29 January 2016 - 01:46 AM, said:



Radar Deprevation also needs to be a big part of the discussion when it comes to LRMs.

IMO, it needs to be weighted equipment and no longer the single most valuable Module in the game, it is equally as valuable as ECM, but weighs nothing, costs no slots, its too much.


The problem with that is it would affect your lights and medium's much more than your heavies and assaults.

Lets face it an LRM 45+ to a light can hurt compared to an assault. Not to mention, it would destroy any semblance of a chance to escape a streak boat.

#24 Ratpoison

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Posted 29 January 2016 - 03:59 AM

View PostDarian DelFord, on 29 January 2016 - 03:55 AM, said:


The problem with that is it would affect your lights and medium's much more than your heavies and assaults.

Lets face it an LRM 45+ to a light can hurt compared to an assault. Not to mention, it would destroy any semblance of a chance to escape a streak boat.

Streakboats are a separate issue and need to be treated as such(not that they're really even op), their existence isn't a reason to leave in a broken module that destroys the usefulness of entire weapon systems.

#25 Tarogato

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Posted 29 January 2016 - 04:03 AM

LRMs don't need a nerf, they need a change.

#26 Widowmaker1981

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Posted 29 January 2016 - 04:17 AM

LRMs should be fire and forget, so you only need a lock at moment of launch, then they will track that target regardless of the firing mech losing lock - this would have the effect of making Radar deprivation less useful against LRMs (but still a very good module) and allowing LRMs to be used as a supplemental weapon instead of only being useful when boated as a main weapon.

They also need double the damage per missile, double the reload time and all the launcher types normalising a bit (at the moment LRM5 is crazy better than LRM20 due to spread reasons. tighten spread on 20s and 15s and expand spread on 5s, and i think all launcher sizes should have the same cooldown)

#27 pyrocomp

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Posted 29 January 2016 - 04:24 AM

View PostTeam Chevy86, on 29 January 2016 - 12:53 AM, said:


What, just fire it randomly into the sky and they seek their own targets?
We can't even have switchable ammo types. Bad suggestion. NEXT

Not bad. He didn't say 'homming'. Self targeting missiles might be a bad idea, but firing missiles up allowing them to go on a ballistic arc and falling somwhere (not flying into the sky) is an option to try.
Actually, if the LRMs had some switchible firemodes (like current one plus unguided direct flights alike to SRM but lower damage/arming length plus mortar-like mode with questionable damage and high spread plus whatever) then it could've been a more interesting way.
Alternatively the spread can be made not rack size dependent but aiming precision depended. E.g. the closer you keep you crosshair to the center of the target the lower is misslies spread, not just in general direction of a target to keep lock.

#28 Poppaukko

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Posted 29 January 2016 - 04:26 AM

View PostTeam Chevy86, on 29 January 2016 - 12:39 AM, said:

Hell, even standing behind a rock renders it useless. The list goes on.

Well, if there's a rock between you and an enemy that's shooting at you, every weapon is useless.

#29 STEF_

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Posted 29 January 2016 - 04:27 AM

View PostWidowmaker1981, on 29 January 2016 - 04:17 AM, said:

LRMs should be fire and forget, so you only need a lock at moment of launch, then they will track that target regardless of the firing mech losing lock - this would have the effect of making Radar deprivation less useful against LRMs (but still a very good module) and allowing LRMs to be used as a supplemental weapon instead of only being useful when boated as a main weapon.

They also need double the damage per missile, double the reload time and all the launcher types normalising a bit (at the moment LRM5 is crazy better than LRM20 due to spread reasons. tighten spread on 20s and 15s and expand spread on 5s, and i think all launcher sizes should have the same cooldown)

and they need double velocity, too.
Triple even better.
160 m per second now: target at 800m must stand there for 5 (FIVE!!) seconds to receive dmg.

noob weapon for noob target

#30 TyphonCh

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Posted 29 January 2016 - 09:50 AM

View PostMister D, on 29 January 2016 - 01:46 AM, said:

The entire lock-on as well as flight angle mechanic needs to be reworked, almost entirely.

Radar Deprevation also needs to be a big part of the discussion when it comes to LRMs.

IMO, it needs to be weighted equipment and no longer the single most valuable Module in the game, it is equally as valuable as ECM, but weighs nothing, costs no slots, its too much.

Yes I'll add that to the OP. The fact you can pay c-bills to make a weapon system even more ineffective is stupid. It's such an OP module.

View PostRushin Roulette, on 29 January 2016 - 02:16 AM, said:


I think he means get a lock, fire them and then forget them, the LRMS will then continue homing in directly on the target using the most direct path. No need to continue holding lock until they hit... at some point in the future when they arrive and you have finished your coffee (ok... slight overexageration there, but you get the idea).

This might actually be a good solution to increase their effectiveness. One major problem with the LRMs (apart from the slow speed) is that you had to facetank your opponent the whole time until they hit. If you try to torsotwist damage away like you automatically do with any other weapon after firing, then you have a high risk of missing a moving target unless you are really close to the border of minimum range.

This way the opponent can still move behind cover (the direct path should cover that... if there is an obstruction it will still hit that), but the LRM player can himself use cover himself against return fire.

Ah, Ok I see now. Makes sense. It was 2am and 9 beer deep when i read that and at the time it sounded like the worst idea ever hahaha

#31 M4LX WMD

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Posted 29 January 2016 - 09:54 AM

LURMS =p



#32 1Grimbane

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Posted 29 January 2016 - 10:12 AM

buff lurms and keep your dirty mitts off my radar derp





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