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Buff Lrm Ammo


4 replies to this topic

Poll: Buff Lrm Ammo (16 member(s) have cast votes)

Do you think lrm ammo should be buffed ?

  1. yes (6 votes [37.50%] - View)

    Percentage of vote: 37.50%

  2. no (9 votes [56.25%] - View)

    Percentage of vote: 56.25%

  3. maybe (1 votes [6.25%] - View)

    Percentage of vote: 6.25%

Wich one should be the amount of lrm per tons ?

  1. 180 (same) (9 votes [56.25%] - View)

    Percentage of vote: 56.25%

  2. 190 (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. 200 (4 votes [25.00%] - View)

    Percentage of vote: 25.00%

  4. 210 (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. 220 (1 votes [6.25%] - View)

    Percentage of vote: 6.25%

  6. 230 (0 votes [0.00%])

    Percentage of vote: 0.00%

  7. 240 (1 votes [6.25%] - View)

    Percentage of vote: 6.25%

  8. 250 (1 votes [6.25%] - View)

    Percentage of vote: 6.25%

  9. 260 (0 votes [0.00%])

    Percentage of vote: 0.00%

  10. over 260 (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 SHD2

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Posted 02 June 2016 - 09:03 AM

I think the lrm ammo isn't fair :
a ton of lrm ammo hold 180 lrm (180 damage) ; other weapon hold 150 to 200 damage.
But :
the lrm are the weapon wich waste the most of ammo (spread ; incrased chance of loosing target); and in the real game, when i take 8 tons (30shot x 5damage x 8tons= 1200dmg) of AC5 ammo and use it all i'll deal 800/1000 dmg (this is 66% to 83%) and all the weapon (with a good pilot) have this % of wasting ammo.
but when i take 8 tons of lrm ammo (i use 4xlrm15 + artemis !!) , 1440 dmg, and shot it all, i'll deal around 400 and 700 dmg (27% to 48%)

finally we have :
150dmg x 0,83 = 124,5 real damage per ton for the AC/5 ammo
180 x 0,48 = 86,4 real damage per tons for lrm ammo

Thats why i think you should buff the capacity of lrm ammo to 200 or 250
lets imagine we want 125real damage per tons for anny weapon, and lets say the accuracy of lrm is 50% : the right amount of missile per tons should be 250 (125real-damage / 0,5 accuracy = 250)

#2 Virlutris

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Posted 02 June 2016 - 03:34 PM

LRMs used to do 1.1 dmg (0.1 was "splash' damage) per missile, so that 180 missiles was good for 198 potential damage.

Now, of course they spread, not all hit, the system has a lot of waste due to lost locks, flight time, hard cover, lock-breaking counters, etc.

LRMs are a weak enough system without the damage per ton being nerfed.

I'd be okay with buffing it to 200 missiles per ton. It'd actually make it easier to pack an extra heatsink or BAP, TAG, or one more ML, you get the idea.

Edited by Virlutris, 02 June 2016 - 03:35 PM.


#3 Dee Eight

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Posted 02 June 2016 - 09:59 PM

Stop complaining, its already 50% higher than in tabletop, and shoots more than 60% further.

#4 wanderer

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Posted 05 June 2016 - 12:54 PM

View PostDee Eight, on 02 June 2016 - 09:59 PM, said:

Stop complaining, its already 50% higher than in tabletop, and shoots more than 60% further.


Pretty much all ballistic and missile weapons have that 50% boost, in part because we take far more shots to kill things than in TT.

The additional range (which is generally LOL thanks to incredibly low velocity) was put in when people noted the long-range missile was being out-done by everything else just having 2x-3x range damage falloff, meaning a 630m launcher wasn't actually long ranging at all.

#5 Kalimaster

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Posted 24 June 2016 - 02:04 PM

LRM's are just fine as is. If you know how to use them.





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