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Lrms Op! Pls Make Them A Little Weeker


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#21 The Basilisk

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Posted 15 August 2016 - 12:35 AM

View PostTahu5, on 13 August 2016 - 07:03 PM, said:

I have played 3 matches today that I latterly saw 0-1 Mech in due to LRMs. Two in a DWF-B, and one in a SHC-P with Clan-ECM. In the DWF-B I understand I was NARCed in one of the two matches where I was killed by LRMs. The other match in the DWF-B I wasn't NARCed and we were on Alpine Peeks. No possible way they could have held a lock on me at that range (There was no UAV. We checked a lot). They also had no spotters. My SHC-P with ECM got LRMd and I wasn't NARCed and no one could cancel my ECM or be within 400 meters of me. I didn't even see a Mech that game.

Any way. Aside from that, missiles are too common in quick play. They are winning matches by themselves. Pleas slow the LRMd down, make them deal less DMG, OR make the reload time a lot longer for IS LRMd. That's what I am always killed by. last time I saw Clan LRMd was... when I watched a YouTube video from a few years back.

BY THE AY! FOR ALL OF YOU PEOPLWHO THINK I AM AGAINST LRMS! PLS READ!
I use LRMs 20% of the time. I think they are a little over powered in quick play and group play. I play UAC 40% of the time, ER large 10% of the time, ER PPC 10% of the time, pulse lasers/MG 20% of the time, and LRMs 20% of the time.


LRMs are the only weapons:
-- with 3 counters (ECM, AMS, Radar Deprivation)
-- with a build in possibility to miss after you shot and "hit" the enemy (loose lock or narc goes offline while missiles are undeway and you will miss partialy or totaly)
-- with a build in damage leak that always makes 30 to 90% of your ammo go to waste by default (even when all missiles seem to hit) by simply flying short, left, right or where ever from the target
-- with a next to non existant dps incline for using a bigger weapon of that family
-- that absolutely make you need the help of other players to use your weapon effectively
-- that actually makes you not only dependant of other but also hurts your team by depriving them of your ability to share armor
-- that endanger you to cause excessive teamdamage without beeing able to notice it (indirect fire)
-- and so on...and so on

Your tier is tier 3 and so is mine and I see the huge load of lrms that get tossed around.
Especially with that event going on where all those lurmtastic awsomes get leveled and LRM Atlas does not get rect within 2mins by marauding light swarms.
I like it...realy never liked playing with my UAC Riflemand or quad PPC Marauder more than just now since those LRM whales just stand around and stare and just don't know what to do when you whip there backs raw with molten metal slugs or white hot plasma.

So are LRMs OP ? No they are just a good way to troll your team and earn lots of money through bloated dmg numbers and leaching performance from others.

Edited by The Basilisk, 15 August 2016 - 12:58 AM.


#22 knight-of-ni

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Posted 16 August 2016 - 07:59 AM

If only he/she was around during beta. Now there was a time when LRM's were OP.
Ah, the memories.

#23 Lungbutter

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Posted 16 August 2016 - 06:09 PM

View PostAeusDeif, on 13 August 2016 - 10:05 PM, said:

lrm heavy teams usually get rolled
This. However, one or two well used LRM boats on a team can be very effective.

#24 RoToR

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Posted 17 August 2016 - 10:52 PM

LRMs are what was intended: fire support weapons. That means, while the lurmer do the headhammer onto the target, trying to distract the pilot, the rest of the team finish him with direct fire weapons. If you can´t hide from the lrms, that means you are caught in open field (wrooooong) or unaware of the one that is poking you (wrooooong again).

#25 Strelok7

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Posted 19 August 2016 - 01:20 PM

Competitions are bringing them out ...
Beef up your ant-LRM for now.
  • Instantly hidden module
  • AMS with enhancement modules
  • ECM if possible

Edited by Strelok7, 19 August 2016 - 01:20 PM.


#26 Tibbnak

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Posted 20 August 2016 - 02:45 PM

LRMs really aren't overpowered and their usage can both be countered and/or used effectively.

The problem is the ****** quake1 era explosion sprite they use and the flashing. Remove or minimize that and there would be a lot less pilots blundering around into walls from the constant lrm5x4 spam.

#27 Hawok79

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Posted 21 August 2016 - 12:54 AM

View PostCold Darkness, on 14 August 2016 - 10:28 AM, said:


lrms are not a problem based on tier. lrms are a problem based on the player that is attacked by them.

what im saying is: if you think lrms are a problem in this game, the problem is you. as your awareness and ability for positioning grow as you get better, that "problem" will cease to be one.




lrms are incredibily hard to use effectively versus decent players.


Lol A Dollar for everytime i heard that B...

The True is:

Lrm´s are weapons for weak players.A competitive player wont play them,its boring.

In every multipayer game which has "Lock on" weapons it is still the same.

There is absolutly no skill needed for : position>camp>wait>launch uav>lock>shot and sometímes nascar a little bit.

Thats not competitive!!!!Pgi want´s to put gameplay in this direction(so they say) but in the same moment they promote this kind of gameplay,indeed they change the good old Maps to make this more possible.

I would call it Noobgameplay but it isnt allowed to say this here
therefore i describe as a Claner : It is dishonorable!

I think they´ll should do some extra Lrm server where the people can N..b it out.

You will tell me they are hard to use...i think in this case the problem is you.

If you play a heavy or an Assault,there is nothing you can do against Lrms.

And this has nothing to do with the position,the next light in your backyard give the boot the lock or uav.

Next you´ll tell me it must have Team,stay together,shot down the uav´s or gave me Ecm ,kill the light but in Pug Games is no Teamplay...

There are Noobs,who camping almost on high Ground launching uav and shooting Lrms.
Admittedly,the other half do the Nascar.

It destroys the Pug Gameplay completly.

Greetings





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