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Lrm Changes On Pts Don't Fix Anything.


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#1 Sader325

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Posted 12 September 2016 - 01:51 PM

What are you even doing?

Why are you just making changes for the sake of making changes.

This thread exists: http://mwomercs.com/...ad-please-vote/

READ THIS AND IMPLEMENT THIS.


Normalize LRM SPREAD, not cooldown.

Shooting a bad weapon faster doesn't matter if it's still a bad weapon. Nerfing LRM 5's was a terrible decision, why the hell would you INCREASE the spread of the only LRM launcher that actually didn't suck complete ***?

Edited by Sader325, 12 September 2016 - 01:55 PM.


#2 MechaBattler

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Posted 12 September 2016 - 02:05 PM

Just a guess. Perhaps the damage would be too much for an lrm20. There were issues with spread before.

Edited by MechaBattler, 12 September 2016 - 02:06 PM.


#3 Navid A1

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Posted 12 September 2016 - 05:40 PM

View PostMechaBattler, on 12 September 2016 - 02:05 PM, said:

Just a guess. Perhaps the damage would be too much for an lrm20. There were issues with spread before.

NO

There were issues with SPLASH damage before and ABSURD FLIGHT PATHS.
THOSE... are long gone!!

PGI seems to just outright forgot about what caused the lurmocalypse!

#4 FupDup

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Posted 12 September 2016 - 05:43 PM

The lock-on mechanics are still as flawed as ever...

That aside, I am sad and salty over the LRM5 turbonerf.

"But Fuddy Duddy, the LRM5 is overpowered and preventing LRMs from being viable dude!!1!"

You don't make LRMs viable by nerfing an LRM launcher. Derp.


Also, there are two things to consider:

1. The LRM was only "the best" LRM if you had 6 missile hardpoints. The majority of mechs do not. The LRM10 is the true sweet spot because it blends the strengths of the LRM5 and LRM15 while avoiding most of their weaknesses.

2. The LRM5 is still inferior to most ballistic and energy weapons, meaning that any nerf is sure as heck not warranted.

Edited by FupDup, 12 September 2016 - 05:43 PM.






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