Missile Indecision
#1
Posted 27 November 2016 - 09:15 AM
Fix the missiles and quite catering to the babies who don't want to play this game the way it was meant to be played in the first place. If you're going to insist on making the missiles such a powerful part of game play at least require some modicum of skill to use them.
#2
Posted 29 November 2016 - 02:44 AM
You will find out that most maps provide enough cover to dodge your missiles.
If both teams are timid, and decide to poke with long range weapons, LRMs boats will be rendered useless because everyone will just hug cover.
Edited by Kmieciu, 29 November 2016 - 02:47 AM.
#3
Posted 29 November 2016 - 03:59 AM
LRMs self destruct at 1000m (1100m with a module) and are most effective at 400-600m.
Gauss, ERPPC and ERLL all outrange them....especially with the range modules and a targeting computer. Just stay out of range and let them waste their ammo while you cut them down. Works all the time.
#4
Posted 30 November 2016 - 02:03 PM
Kmieciu, on 29 November 2016 - 02:44 AM, said:
[...]
I do. I find them better than average, but not really too OP.
Willard Phule, on 29 November 2016 - 03:59 AM, said:
LRMs self destruct at 1000m (1100m with a module) and are most effective at 400-600m.
Gauss, ERPPC and ERLL all outrange them....especially with the range modules and a targeting computer. Just stay out of range and let them waste their ammo while you cut them down. Works all the time.
Doesn't work when there isn't enough open space to snipe. LRMs work without you needing to peek.
That said, I find LRMs work nicely in the 300-600m range. Don't be afraid to use armor and get your own locks. Always have back-up weapons
#5
Posted 30 November 2016 - 06:10 PM
Fox the Apprentice, on 30 November 2016 - 02:03 PM, said:
Doesn't work when there isn't enough open space to snipe. LRMs work without you needing to peek.
That said, I find LRMs work nicely in the 300-600m range. Don't be afraid to use armor and get your own locks. Always have back-up weapons
With direct fire you can peek, shoot and be back in cover before the lermmer has a target lock.
Sure lerms can use team mates target locks, thus are able to shoot without peeking.
That's the unique feature of LRM's, indirect fire.
And why I like Narc so much - Que evil laugh Muahahahahahahaha
Though lermers consistently doing this are not sharing their Armour and so are disadvantaging their team.
And once their team dies, they die soon after
Edited by OZHomerOZ, 01 December 2016 - 08:56 PM.
#6
Posted 02 December 2016 - 01:57 PM
#7
Posted 02 December 2016 - 02:44 PM
OZHomerOZ, on 30 November 2016 - 06:10 PM, said:
With direct fire you can peek, shoot and be back in cover before the lermmer has a target lock.
Sure lerms can use team mates target locks, thus are able to shoot without peeking.
That's the unique feature of LRM's, indirect fire.
And why I like Narc so much - Que evil laugh Muahahahahahahaha
Though lermers consistently doing this are not sharing their Armour and so are disadvantaging their team.
And once their team dies, they die soon after
LRMs can direct fire, too.
I find the best way to go is a hybrid - boating LRMs can really hurt your team.
#8
Posted 02 December 2016 - 02:50 PM
Adak, on 02 December 2016 - 01:57 PM, said:
I never made this claim, though the OP did. A dedicated LRM is defenseless up close, but a hybrid works well enough. They should be right with their teammates anyways, and too many LRMs is a disadvantage.
Also, they'll strip enough of your armor as you close to make the reduced close-range DPS worth it, unless the whole team is sticking their head in the sand (it happens more often than it should).
IMO they need neither a buff nor a nerf. If one HAD to happen, I'd prefer a nerf to a buff. Just 'cause ACs sound cooler when you shoot them
#9
Posted 02 December 2016 - 09:25 PM
The skill ceiling for LRMs can be found somewhere in the Mariana Trench; no amount of practice with LRMs will let you take a 1v1 against a competent direct fire pilot.
On the other side of the coin, LRMs LOOK pretty overpowered in a fight between two tier 5 players. I've not used LRMs for years, and I could make an alt and absolutely destroy with them in a T5 match.
Better lock-on, missile tracking and indirect fire mechanics designed to make LRMs more interactive and dynamic are what would finally make the weapon system useful against good players while not overpowered against potatoes.
...Of course, that's what we've been saying since closed beta, so it isn't as if we're going to get anything like that in this game's lifetime.
#10
Posted 03 December 2016 - 04:53 AM
BigBad Leroy Brown, on 27 November 2016 - 09:15 AM, said:
Fix the missiles and quite catering to the babies who don't want to play this game the way it was meant to be played in the first place. If you're going to insist on making the missiles such a powerful part of game play at least require some modicum of skill to use them.
Uh wow...there where no noteworthy changes to LRMs since .... yea the big LRM nerf where they removed splash dmg from missiles and weakend their tracking abilitys and speed. (that was YEARS ago)
ATM LRMs are the weakest weapons along with AC2, but a bit better than MG and Flamer.
Damn you can even sidestep and LRM flight piloting a banshee. I would think 1 of 5 times I get incoming missiles they actually hit me at all but even now 80 to 90% of the flights missiles just hit stuff around me instead of my mech.
#11
Posted 03 December 2016 - 04:58 AM
There are FAR more potatoes out there that just stand in one spot, zoom in and hold target locks than there are pilots that actually know how to use them effectively. They're the #1 favored weapon for those that can't aim.
So...why not put this whole PSR thing to an actual use. Use it as some kind of multiplier for the damage or something. that way, even a LRM Cheetah can "help."
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users