Jump to content

Lrm Rework To Become Competitve And Not Scare New Players At The Same Time

Weapons

25 replies to this topic

#21 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 05 May 2016 - 04:13 PM

Spoiler


You would probably not have guessed it, but I made this in MS Paint.

#22 Steve Pryde

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 1,470 posts
  • LocationGermany

Posted 05 May 2016 - 04:25 PM

I just want my mw4 lurms.

#23 Rocket2Uranus

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 359 posts

Posted 05 May 2016 - 04:33 PM

they are busy making mech for sale.... they got no time for fixes.. and balances lol

#24 adamts01

    Member

  • PipPipPipPipPipPipPipPipPip
  • Death Star
  • 3,417 posts
  • LocationPhilippines

Posted 05 May 2016 - 05:06 PM

View PostLord0fHats, on 05 May 2016 - 01:05 PM, said:

LRMs languish because there really just isn't a way to make them balanced. Their either subpar or broken.
I think the problem is less with the weapon and more with the lack of tactics. I'd rather see more indirect fire effectiveness coupled with larger maps where spotters have more of a place. If LRMs become a more potent direct-fire weapon, like so many want, I'm worried the game will loose even more variety in gameplay. Polar was a step towards where I'd like to see he game go. ECM is useful, BAP range is useful, LRMs can be effective, spotters and NARCers can carry the team, brawlers can flank and get in range if snipers keep the enemy's heads down. It all just comes together when we're not fighting in little boxes.

This kind of ties with that other post going on about merging group que and CW. Make that more of an open battlefield simulator and leave the small arena maps for a quickplay solaris e-sports kind of feel, where LRMs would continue to suck.

#25 Thunder Child

    Member

  • PipPipPipPipPipPipPipPip
  • The Ironclad
  • The Ironclad
  • 1,460 posts
  • LocationOn the other side of the rock now.

Posted 05 May 2016 - 05:33 PM

I know I'm probably in the minority, but I still want my Grenade Reticle LRMs. The ability to fire over a hill into an unsuspecting Deathball would be much more useful than the current implementation of "Hey, Got a Lock for.... nevermind. Oh, hey, here's one.... Nope. Gone again."
And before people jump down my throat about getting my own damn locks, I do, when I can be bothered to use LRMs. But why use Lurms in a Direct Fire Manner, when almost any other Direct Fire Weapon is vastly superior.

So, my suggestion is:
Increase Flight Speed.
Tighten the Spread of the 20 and 15 to make them somewhat competitive to the 5.
Remove the Lockon Feature, and instead allow players to "lob" LRMs manually.
Turn Narc into a homing bacon (yes, BACON) for any LRMs that pass within 180m of the Narced mech.

#26 Funkin Disher

    Member

  • PipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 590 posts
  • LocationPPC Apocalypse Bunker, Sydney

Posted 05 May 2016 - 06:33 PM

- Faster lock time OR missiles don't lose lock after firing
- Faster missile speed
- Flatter firing arc
- Missile spread all set to ~LRM10
- Indirect fire requires TAG or NARC lock

Done.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users