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Lrm Theory With Prof. Sader (Very Long Video)


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#81 Egg Fu

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Posted 26 June 2016 - 04:46 PM

View PostSader325, on 26 June 2016 - 04:40 PM, said:


Your sarcasm/humor doesn't translate very well.


Duly noted. I'll try to work on that.

#82 ExoForce

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Posted 26 June 2016 - 11:33 PM

Artemis + TAG. From my expirience, stats and damage done (you can check weapons.xml for more accurate calculation) adding TAG to Artemis will increase number of missiles hitting the target (tightening the spread) about 25%.

I also believe that Hula girl will protect me with her invisible hand from around 25% of missiles fired at me. That is the reason why I do not carry AMS. Hula girl is not a lie, weapons.xml is.

So I expect that if I fire 50 missilies with TAG and Artemis (2x10,2x15), around 37 should hit the target (if all goes well). In other words max number of fired missiles that will hit the target is around 75% under any combination of modules, quirks and vodoo. Minimum salvo to breach AMS to do some good is 30. LRM 20 is a newbee trap, no matter what You add to it.

I would pick TAG over Artemis in terms of efficiency and weight for min-max, but thats just my 1 cent.

#83 Sader325

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Posted 27 June 2016 - 12:29 AM

View PostExoForce, on 26 June 2016 - 11:33 PM, said:

Artemis + TAG. From my expirience, stats and damage done (you can check weapons.xml for more accurate calculation) adding TAG to Artemis will increase number of missiles hitting the target (tightening the spread) about 25%.

I also believe that Hula girl will protect me with her invisible hand from around 25% of missiles fired at me. That is the reason why I do not carry AMS. Hula girl is not a lie, weapons.xml is.

So I expect that if I fire 50 missilies with TAG and Artemis (2x10,2x15), around 37 should hit the target (if all goes well). In other words max number of fired missiles that will hit the target is around 75% under any combination of modules, quirks and vodoo. Minimum salvo to breach AMS to do some good is 30. LRM 20 is a newbee trap, no matter what You add to it.

I would pick TAG over Artemis in terms of efficiency and weight for min-max, but thats just my 1 cent.


Artemis and Tag do not stack.

#84 Navid A1

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Posted 27 June 2016 - 01:02 AM

View PostSader325, on 27 June 2016 - 12:29 AM, said:


Artemis and Tag do not stack.


Um... not actually.

Quote

WEAPON LOCK TIME WITH TAG, NARC and ArtemisIV

TAG decreases weapon lock time by 50%
NARC decreases weapon lock time by 50%
ArtemisIV decreases weapon lock time by 50%

ArtemisIV has to have line of sight with the target in order to grant any bonuses

TAG and ArtemisIV work together to decrease weapon lock time by 75%

TAG and NARC work together to decrease weapon lock time by 75%

ArtemisIV will always replace any bonuses from NARC. Even if Artemis does not have line of sight.



MISSILE TRACKING BONUS WITH TAG, NARC and ArtemisIV

Tracking helps missiles retain lock on a target. It helps a little with stationary targets but it is mainly used to control the hit % on moving targets.

It follows the same rules as above with weapon lock time.

TAG and NARC work together.
TAG and ArtemisIV (with line of sight) work together.
ArtemisIV trumps NARC.


check here:
http://mwomercs.com/...0089-breakdown/

Actually its NARC and artemis that don't stack.. artemis overrides NARC
What that means is that if you have Artemis you will never get accuracy bonuses with narc. In other words, if a target is narc'd, and the LRM launcer have no LOS, the guy with no artemis will have better accuracy than the guy with artemis.

Edited by Navid A1, 27 June 2016 - 11:49 PM.


#85 Navid A1

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Posted 27 June 2016 - 10:23 PM

Here is how spread reduction and lock-on time works:

TAG:
Lock-on time reduction: -50%
Spread reduction: -25%


NARC:
Lock-on time reduction: -50%
Spread reduction: -25%


Artemis with LOS:
Lock-on time reduction: -50%
Spread reduction: -33%


Artemis without LOS:
Lock-on time reduction: -50%
Spread reduction: 0%


Artemis (LOS) + TAG
Lock-on time reduction: -75%
Spread reduction: -50.3%


Artemis (No LOS) + TAG:
Lock-on time reduction: -75%
Spread reduction: -25%


Artemis (LOS) + NARC:
Lock-on time reduction: -50%
Spread reduction: -33%
(No bonus from NARC if you have artemis)


Artemis (No LOS) + NARC:
Lock-on time reduction: -50%
Spread reduction: 0%
(yes, if you have artemis you won't get any bonus from a narc'd target, a standard launcher will be more accurate in this case)


NARC + TAG:
Lock-on time reduction: -75%
Spread reduction: -43.7%

Edited by Navid A1, 26 May 2017 - 11:48 PM.


#86 Idealsuspect

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Posted 27 June 2016 - 11:19 PM

View PostSader325, on 25 June 2016 - 11:02 PM, said:


So you want a weapon to be bad, so you can feel safe?


A bad weapon for people who boat lrms cause they dont need to have direct fire and even aim themself ? Fear them no but fear the game become again a stupid lrmfest yea.


With bigger launcher you avoid Ghost Heat, missile hardpoint limit for non-dedicated boats and you able to increase Alpha without having only lrms weapon it mean more backup weapons.
For thoses reasons big launchers have less cooldown and more spread.

Maybe spread for big launcher is too big of course >>> PGI is in charge of balancing this game.
But give all lrms weapons same spread than current lrms 5 is just stupid.
Its like give alls lasers same durations.

Stop trying to balance weapons like PGI does : with a HAMMER it don't work well.

Edited by Idealsuspect, 27 June 2016 - 11:38 PM.


#87 YourSaviorLegion

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Posted 27 June 2016 - 11:55 PM

I'm all for making spread tighter on larger lrm racks, maybe it will add some more weapon diversity. However I can't help but laugh when I see someone bring 3x LRM 15 Timber or Ebon.

#88 Navid A1

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Posted 27 June 2016 - 11:59 PM

View PostIdealsuspect, on 27 June 2016 - 11:19 PM, said:


A bad weapon for people who boat lrms cause they dont need to have direct fire and even aim themself ? Fear them no but fear the game become again a stupid lrmfest yea.


With bigger launcher you avoid Ghost Heat, missile hardpoint limit for non-dedicated boats and you able to increase Alpha without having only lrms weapon it mean more backup weapons.
For thoses reasons big launchers have less cooldown and more spread.

Maybe spread for big launcher is too big of course >>> PGI is in charge of balancing this game.
But give all lrms weapons same spread than current lrms 5 is just stupid.
Its like give alls lasers same durations.

Stop trying to balance weapons like PGI does : with a HAMMER it don't work well.


Um, actually right now 2 LRM5s (4 tons) has the same Dps as an LRM20 (10 tons)... but with much more accuracy!
It means that by equipping 2 LRM5s (4 tons) you have a super-accurate LRM20 with LRM5 level spread.
Large LRM racks pay the price already by being very heavy and longer cool downs.... tighter spread would be a fair trade i think.

Laser durations are a bit different, at least with a steady aim you can put full damage on to a specific part. But in the case of LRMs, no matter what you do, you can not put even half of your missiles on to target.

Edited by Navid A1, 28 June 2016 - 12:04 AM.


#89 Sader325

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Posted 28 June 2016 - 12:27 AM

View PostGamerGirlGundam, on 27 June 2016 - 11:58 PM, said:

do tell, would the build work on the warhawky ? or is that just a waste of tonnage

eg;
Spoiler



Change the medium pulses to medium lasers, shrink the half tons and put more heat sinks. It would work.

#90 Idealsuspect

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Posted 28 June 2016 - 12:34 AM

View PostNavid A1, on 27 June 2016 - 11:59 PM, said:


Um, actually right now 2 LRM5s (4 tons) has the same Dps as an LRM20 (10 tons)... but with much more accuracy!
It means that by equipping 2 LRM5s (4 tons) you have a super-accurate LRM20 with LRM5 level spread.
Large LRM racks pay the price already by being very heavy and longer cool downs.... tighter spread would be a fair trade i think.


Yea but with LRM5 you cant build a lrm80 stalker ... also its a choice.
And with LRM5 your ghost heat limit is 3 others lrms is 2
With your "idea" any mech with at last one missile hardpoint will be able to boat lrms like an hunchi 4J overquirkerd.


But if you want all lrms launcher have same spread, why not nerf lrm5 spread to lrm20 spread...

View PostNavid A1, on 27 June 2016 - 11:59 PM, said:

Laser durations are a bit different, at least with a steady aim you can put full damage on to a specific part. But in the case of LRMs, no matter what you do, you can not put even half of your missiles on to target.


You are asking for a buff spread right ... also damage will be more on a specific part ( CT ) than now.
Lasers bigger difference is range.. lrms bigger difference is spread and of course sustained damage ( like for lasers too ).


I will add to this that even streaks missile should have this kind of spread damage.
Thoses ez weapons should be only support weapons, also big cooldown and big spread.

This way we will have less false tier1 people in ours matchs also less dead weight to carry and more smart or brave people like us to play with.

Edited by Idealsuspect, 28 June 2016 - 12:40 AM.


#91 Sader325

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Posted 28 June 2016 - 12:46 AM

View PostIdealsuspect, on 28 June 2016 - 12:34 AM, said:



This way we will have less false tier1 people in ours matchs also less dead weight to carry and more smart or brave people like us to play with.


Smart or brave people like us.

Really..?

#92 Sader325

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Posted 28 June 2016 - 12:53 AM

View PostNavid A1, on 27 June 2016 - 10:23 PM, said:

Here is how spread reduction and lock-on time works:

TAG:
Lock-on time reduction: -50%
Spread reduction: -25%


NARC:
Lock-on time reduction: -50%
Spread reduction: -25%


Artemis with LOS:
Lock-on time reduction: -50%
Spread reduction: -33%


Artemis without LOS:
Lock-on time reduction: -50% (i need to confirm this)
Spread reduction: 0%


Artemis (LOS) + TAG
Lock-on time reduction: -75%
Spread reduction: -50.3%


Artemis (No LOS) + TAG:
Lock-on time reduction: -75%
Spread reduction: -25%


Artemis (LOS) + NARC:
Lock-on time reduction: -50%
Spread reduction: -33%
(No bonus from NARC if you have artemis)


Artemis (No LOS) + NARC:
Lock-on time reduction: -50%
Spread reduction: 0%
(yes, if you have artemis you won't get any bonus from a narc'd target, a standard launcher will be more accurate in this case)


NARC + TAG:
Lock-on time reduction: -75%
Spread reduction: -43.7%
]

Seems Artemis and Tag do stack. Question is, is that enough to make LRM10+A Worth running.

Edited by Sader325, 28 June 2016 - 12:53 AM.


#93 Idealsuspect

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Posted 28 June 2016 - 12:58 AM

View PostSader325, on 28 June 2016 - 12:46 AM, said:


Smart or brave people like us.

Really..?


Yea it mean only 1/10 of MS if its even no less...

Edited by Idealsuspect, 28 June 2016 - 12:58 AM.


#94 smokytehbear

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Posted 28 June 2016 - 01:29 AM

View PostIdealsuspect, on 28 June 2016 - 12:34 AM, said:


But if you want all lrms launcher have same spread, why not nerf lrm5 spread to lrm20 spread...



Because LRM 20s are absolutely terrible and no one in their right mind uses them?

#95 Idealsuspect

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Posted 28 June 2016 - 01:33 AM

View Postsmokytehbear, on 28 June 2016 - 01:29 AM, said:


Because LRM 20s are absolutely terrible and no one in their right mind uses them?


Maybe you want lrms be OP like small pulse are at close range and OP as gauss are at long range?

Me i am ok for buff lrm20 spread, but give all lrms launcher same spread than current lrm5 is just stupidest idea since long time
Well for this kind of ideas PGI dont need us Posted Image





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