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A Simple Test On Pts 4 With Lrms


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#1 Jman5

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Posted 12 September 2016 - 03:22 PM

Just to gauge the state of the LRMs I compared the various LRMs to see how they stacked up against each other.

In every test I used both Artemis, TAG and the cooldown modules against an Atlas D

Results:

4x LRM 5s: 53 seconds (12t)
2x LRM 10: 52 seconds (12t)
1x LRM5 1xLRM15: 1:01s (11t)
1x LRM 20: 1:10s (11t)

1x LRM 15: 1:25s (8t)
1x LRM10 1x LRM5: 1:11s (9t)

On the positive side the LRM 20 is no longer inferior to the LRM 15. Of course you can make the case that the LRM 15 is more tonnage efficient, but it used to be flat out better than the 20.

LRM 5s vs 10s with Artemis and tag are a wash. Though I imagine without either upgrades, the LRM 5s shine.


So basically the TLDR that I got out of all this is that LRM 20s are finally an option for certain builds. Particularly for ones that are hardpoint constrained.

#2 Andi Nagasia

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Posted 12 September 2016 - 03:33 PM

looking good, not 100% what we had in mind for LRM Normalization but a step in the right direction,

#3 Arhidiham

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Posted 12 September 2016 - 03:33 PM

I did very similar tests and here are my results (all tests at 450m Atlas Tourmaline):

Breakdown:
Weapon = Missiles used (time to kill)

Clan (Spirit Bear)
==============
LRM5 x 1 = 385 (5:46)
LRM5 x 4 = 380 (1:20)
LRM10 x 2 = 380 (1:45)
LRM15 x 1 = 480 (2:58)
LRM20 x 1 = 520 (2:40)
LRM20 x 2 = 560 (1:26)
LRM5+A x 4 = 300 (1:07)
LRM10+A x 2 = 340 (1:34)
LRM20+A x 1 = 400 (2:03)

IS (CPLT-A1)
==========
LRM5 x 4 = 360 (1:05)
LRM10 x 2 = 420 (1:22)
LRM15 x 1 = 510 (2:12)
LRM20 x 1 = 480 (1:41)
LRM20 x 2 = 600 (1:03)
LRM5+A x 4 = 340 (0:55)
LRM10+A x 2 = 300 (0:55)
LRM20+A x 1 = 380 (1:23)

I was not able to test with Tag yet. I will run a few tests with Tag a bit later and report my findings. I did also not use any modules.

(edit: moving IS Artemis down)

Edited by Arhidiham, 12 September 2016 - 07:40 PM.


#4 Jman5

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Posted 12 September 2016 - 03:37 PM

For anyone else looking to test this, make sure you align your mech with the Atlas. If you do one test where you're centered and another where you're angled off to the atlas' left, you will get very different times.

Edited by Jman5, 12 September 2016 - 03:38 PM.


#5 Arhidiham

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Posted 12 September 2016 - 03:40 PM

My mechs were always 100% aligned for the tests. My Catapult A1 however has a 10% cooldown reduction quirk so I will try to test later with mechs that do not have any quirks.

#6 ScarecrowES

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Posted 12 September 2016 - 03:50 PM

View PostAndi Nagasia, on 12 September 2016 - 03:33 PM, said:

looking good, not 100% what we had in mind for LRM Normalization but a step in the right direction,


I fail to see how this is a step in the RIGHT direction. Perhaps you can better define it as one less step in the WRONG direction.

#7 Andi Nagasia

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Posted 12 September 2016 - 06:29 PM

Clan LRM Tests all with MDD vs Atlas(no Modules)
on crimson @500m(on the Train-Tracks for Consistency),
Type,..............TimeToKill......AmmoUsed....weight...
4LRM5=.............1.25.................380..........4Tons....
2LRM10=...........1.58.................400..........5Tons....
1LRM15+5=.......2.10.................480........4.5Tons....
1LRM20=...........2.31.................500..........5Tons....
(with Artemis)
4LRM5A=...........1.13.................340..........8Tons....
2LRM10A=.........1.37.................360..........7Tons....
1LRM15A+5A=...1.52.................380........6.5Tons....
1LRM20A=.........2.01.................400..........6Tons....


comparing the Spread(4.2(LRM5&10) to (5.2(LRM15&20),
at 20% increased Spread theirs a 25% decreased efficiency,
also Artemis seems to restore this 25% efficiency for 1Ton,

it seems 4LRM5s will still be useful for their faster Cycle and lower Spread,
but Artemis seems to give LRM20s just the Right Boost to match 4LRM5s,

in this case a faster Cycle cuts 30sec off the Time,
400Rounds(20Volleys) @ 4.3(LRM5s Cooldown) = 86(1min 26sec),
400Rounds(20Volleys) @ 5.3(LRM5s Cooldown) = 146(1min 46sec),
adding in Cooldowns dont start till all missiles have left the tubes,
things look better for LRM Spread Balance,


Edit-
=0=Note=0=
LRM5 & 10, both have 4.2Spread,
LRM15 & 20, both have 5.2Spread,

View PostNavid A1, on 12 September 2016 - 10:50 AM, said:

Posted Image

Edited by Andi Nagasia, 12 September 2016 - 06:30 PM.


#8 Sader325

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Posted 12 September 2016 - 06:33 PM

Any change that involves NERFING LRM 5's is a bad change.

#9 Arkroma

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Posted 12 September 2016 - 07:16 PM

PGI put this one live server right now.

Oh the tears and salt from LRMersPosted Image


On the serious side, from the look of this I don't think PGI will come up with a LRM rework anytime soon, I think I'll just live with it---at the very least my LRM20 catapult got a tiny bit piece of love.

#10 Navid A1

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Posted 12 September 2016 - 07:28 PM

Stormcrow added for better comparison (original comparison by Mcgral)
Posted Image

#11 Arhidiham

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Posted 12 September 2016 - 07:33 PM

I still have to complete my 2nd wave of testing, but from what I have gathered so far is that you should really try to bring Tag along with your LRM20s and LRM15s.

If you cannot do this then rather fall back to 5 or 10 even if you are hardpoint starved. In these cases you may want to opt for Artemis on your 5 or 10 as the time to kill and ammo efficiency does not favor the bigger launchers.

#12 Frankdark

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Posted 12 September 2016 - 10:20 PM

For me it´s like this.

LRM5 Still to good
LRM15/20 still need a buff

LRM Spam is Nerfing
Narc can be deadly if you have no cover

ECM is too strong against LRM`s
AMS is too weak.

My wish.
Nerf LRM5´s to the LRM10 Level
Buff LRM15/20 to LRM20 Level
Buff AMS Special dual AMS builds
Include New Targeting and ECM System

#13 Kmieciu

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Posted 13 September 2016 - 12:29 AM

View PostJman5, on 12 September 2016 - 03:37 PM, said:

For anyone else looking to test this, make sure you align your mech with the Atlas. If you do one test where you're centered and another where you're angled off to the atlas' left, you will get very different times.

One of the reasons LRMs will always be useless against live opponents.With proper torso twisting you can soak literally hundreds points of damage from them.

Edited by Kmieciu, 13 September 2016 - 12:30 AM.


#14 Andi Nagasia

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Posted 13 September 2016 - 03:25 PM

View PostKmieciu, on 13 September 2016 - 12:29 AM, said:

One of the reasons LRMs will always be useless against live opponents.With proper torso twisting you can soak literally hundreds points of damage from them.

but its some how feared as being OP whether it is or not,





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