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Lrms Are So Op! They Destroy My Mech, My Ability To Take Cover, And Basic Military Logic Of Not Fighting Out In The Open Where Everyone Has Los!


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#21 Y E O N N E

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Posted 24 December 2016 - 03:48 PM

View PostHauptmanT, on 24 December 2016 - 03:43 PM, said:

Now Lurms... you need spacial awareness. Insight into your enemy's movements. A ballistics calculator hardwired into your brain


You need that with every weapon. Joe Derp is not going to do very well with a laser if he doesn't have that. And ballistics/PPCs require said ballistic calculator, too.

#22 HauptmanT

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Posted 24 December 2016 - 03:49 PM

View PostMonkey Lover, on 24 December 2016 - 03:40 PM, said:


Skill in this case would require something other than locking and firing.

I would like to see locking and firing removed. Give us two options to fire them, one just normal dry fire like we have now with a much lower arch and two with use of the tag laser. Have the lrms follow the tag laser. This would allow for some very skilled moves . You could shoot over hills, even slight around corners if you're good enough.

They would need a dmg buff to maybe srm levels and speed increased.


So what you want is an LBX mark 2?

Why? It's already in the game.

LRMs pay dearly for that tracking (which isnt that great btw). They fly at butterfly speeds.

View PostYeonne Greene, on 24 December 2016 - 03:48 PM, said:


You need that with every weapon. Joe Derp is not going to do very well with a laser if he doesn't have that. And ballistics/PPCs require said ballistic calculator, too.


Not true... I cant hit the broad side of a swinging barn door with PPCs and ACs. But lasers... oh so easy.

#23 Y E O N N E

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Posted 24 December 2016 - 03:51 PM

View PostHauptmanT, on 24 December 2016 - 03:49 PM, said:

Not true... I cant hit the broad side of a swinging barn door with PPCs and ACs. But lasers... oh so easy.


Yes true, because Joe Derp not having insight into his enemy movements gets led into an ambush and destroyed. Also gets faked out by torso twist feints. Also wonders why his target is still standing after firing "three 60 point alphas," because he didn't bother to track the component he was hitting.

#24 InspectorG

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Posted 24 December 2016 - 03:53 PM

View PostSnazzy Dragon, on 24 December 2016 - 01:18 PM, said:



Tired of hearing people scream on comms about LRMs being OP when I watch them run around out in the open or through the death valleys of a map.



And yet i keep having to tell LRMer teammates to use a TAG so they get locks faster, through ECM, and focus damage on CT...

The.

Mind.

Boggles...

#25 RestosIII

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Posted 24 December 2016 - 03:53 PM

View PostMonkey Lover, on 24 December 2016 - 03:40 PM, said:


Skill in this case would require something other than locking and firing.

I would like to see locking and firing removed. Give us two options to fire them, one just normal dry fire like we have now with a much lower arch and two with use of the tag laser. Have the lrms follow the tag laser. This would allow for some very skilled moves . You could shoot over hills, even slight around corners if you're good enough.

They would need a dmg buff to maybe srm levels and speed increased.


If we're talking about what we really want from LRMs, I'd want just the MW:LL LRMs. You get a lock and fire on the enemy with LoS? Congrats, no need to keep a lock, fire and forget. But you can't fire on targets that you don't have a LoS for without a NARC/TAG laser.

#26 Spheroid

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Posted 24 December 2016 - 03:55 PM

Seems like name and shame since we can see the pilot name. Still without context there is no way of determining if it was a tactical error.

#27 HauptmanT

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Posted 24 December 2016 - 04:00 PM

View PostYeonne Greene, on 24 December 2016 - 03:51 PM, said:


Yes true, because Joe Derp not having insight into his enemy movements gets led into an ambush and destroyed. Also gets faked out by torso twist feints. Also wonders why his target is still standing after firing "three 60 point alphas," because he didn't bother to track the component he was hitting.



We were talking about weapons foo!

Dont be moving goal posts now!

Tag... I tried tag. It just friggin confuses the heck out of me, and end up flubbing my shots. My old man hands get so confused if I have to push 2 buttons at a time.

Narc... well my 16% hit rate explains why I dont use narc.

So instead, artemis + beagle with LOS. If he has ECM, dumbfire and/or find a different target.

#28 Y E O N N E

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Posted 24 December 2016 - 04:01 PM

View PostHauptmanT, on 24 December 2016 - 04:00 PM, said:

We were talking about weapons foo!

Dont be moving goal posts now!


Complete package, yo. Focusing only single aspects has been the bane of all gameplay talk on this forum.

#29 Monkey Lover

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Posted 24 December 2016 - 04:11 PM

View PostHauptmanT, on 24 December 2016 - 03:49 PM, said:

So what you want is an LBX mark 2?

Why? It's already in the game.

LRMs pay dearly for that tracking (which isnt that great btw). They fly at butterfly speeds.



What i want is a usable weapon. A weapon with an arch is not the same as a lbx. I would love to see it used on hill hoppers. It be a great weapon to use when have have low arms with missile slots. Right now the weapon is so bad it can't be used by units or comp teams. We have seen what happens when its buffed to even be kind of usable. It needs a complete rework.

Edited by Monkey Lover, 24 December 2016 - 04:13 PM.


#30 HauptmanT

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Posted 24 December 2016 - 04:19 PM

View PostYeonne Greene, on 24 December 2016 - 04:01 PM, said:


Complete package, yo. Focusing only single aspects has been the bane of all gameplay talk on this forum.


Well someone like me... who can grasp the tactical aspects easily enough, but through a lifetime of not playing FPS games cant aim with any haste... I sure as hell can focus on weapons, and how to use them, in a weapons thread!~

I have definatley gravitated to lurms. I love lurms. Lurms love me. I'd marry them if I could. It's a thinking mans weapon. The lock time gives me time to fire when I am ready to fire. I dont need the twitch. ACs and PPCs need the twitch. and I frankly suck at the twitch. Lasers, my secondary weapons, also dont need the twitch, even if my aim isnt quite on target and I hit the trigger, I has time to get it lined up and still get a "hit".

My PPC and AC builds... I kinda need to face tank and ask them (very nicely of course) to stand still, and just turn the fight into a DPS race.

Lasers... again easy peasy. Cant match the damage numbers of my lurmers, but can still do ok.

#31 HauptmanT

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Posted 24 December 2016 - 04:24 PM

View PostMonkey Lover, on 24 December 2016 - 04:11 PM, said:


What i want is a usable weapon. A weapon with an arch is not the same as a lbx. I would love to see it used on hill hoppers. It be a great weapon to use when have have low arms with missile slots. Right now the weapon is so bad it can't be used by units or comp teams. We have seen what happens when its buffed to even be kind of usable. It needs a complete rework.


So something like MW2?

Sounds like they did the same in LL.

I used the heck out of LRMs in MW2, because it was the only weapon that had range. ERLLs had 800 range, so LRMs let you shoot powered down mechs that hadnt "seen" you and powered up.

MW4, I never ever used them. They were horrible in that game.

MWO. They are perfect. No changes needed. Against l33t T1 players, just treat them like SRMs and still wreck face. With the added benefit of having range for potatoes who do stupid things beyond 300 meters away.

Edited by HauptmanT, 24 December 2016 - 04:41 PM.


#32 LordNothing

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Posted 24 December 2016 - 04:40 PM

View PostMonkey Lover, on 24 December 2016 - 01:24 PM, said:

Pgi needs to turn lrms into a skill based weapon and buff the heck out of them.


they are easy to play mediocre or poorly. they are not easy to play well. i see so many bad lermers out there its sad. sure you put 30 tubes on anything and those tubes will yeild kills. but when i see you with 60+ tubes and bragging about having 2k missiles while asking for locks. then they stand in the back in the open, walking < 50kph (if they move at all). if they dont die to a squirrel that sees that he doesn't have any short range firepower they are likely going to fire most of their 2k missiles into rocks the whole time, or shoot their team in the back with them trying to shoot over their heads. do invest in advanced target decay, lets your last salvo track to the target after you loose lock.

i simply dont build a missile boat that doesn't have at least a 20 point direct fire alpha. bap is mandatory whether i have 5 tubes or 45 (about as high as i go tube wise), artemis is neccisary on larger racks. i tend to not equip tag at all, would rather have a medium laser frankly (i do like to use it with streaks though, because when you are that close you need a lock now, not 3 seconds from now).

Edited by LordNothing, 24 December 2016 - 04:41 PM.


#33 HauptmanT

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Posted 24 December 2016 - 04:46 PM

Hint... artemis works on streaks, for free. No extra tonnage or space, and 50% lock time boost.

Seriously on clan mechs... you should try an LRM 60... Such a gleeful wrecking ball. Scorch is now my favorite monster.


Posted Image

Edited by HauptmanT, 24 December 2016 - 04:51 PM.


#34 SQW

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Posted 24 December 2016 - 04:54 PM

View PostRestosIII, on 24 December 2016 - 03:53 PM, said:


If we're talking about what we really want from LRMs, I'd want just the MW:LL LRMs. You get a lock and fire on the enemy with LoS? Congrats, no need to keep a lock, fire and forget. But you can't fire on targets that you don't have a LoS for without a NARC/TAG laser.


Well, LRM is suppose to work as an indirect fire so turning it into glorified rockets wouldn't work either.

My personal solution would be keeping the current mechanics but visibly reduce the LRM per ton while at the same time, granting LRM a big accuracy boost to targets within LOS. That way, back line potato lrm boats are even less effective while still keeping the threat of indirect support fire. Those who actually learn to position well will reap the benefit of risking their hide to get their own lock.

Currently, LRMs are both terrifying to potatoes who walks out into the open and equally useless against experienced players who can effectively use terrain - not much middle ground.

#35 RestosIII

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Posted 24 December 2016 - 04:56 PM

View PostSQW, on 24 December 2016 - 04:54 PM, said:


Well, LRM is suppose to work as an indirect fire so turning it into glorified rockets wouldn't work either.

My personal solution would be keeping the current mechanics but visibly reduce the LRM per ton while at the same time, granting LRM a big accuracy boost to targets within LOS. That way, back line potato lrm boats are even less effective while still keeping the threat of indirect support fire. Those who actually learn to position well will reap the benefit of risking their hide to get their own lock.

Currently, LRMs are both terrifying to potatoes who walks out into the open and equally useless against experienced players who can effectively use terrain - not much middle ground.


Nononononononono! Don't lower LRMs per ton! I beg of you! I already have enough trouble making the damn things work on most of my lore builds because of how little ammo they hold! I already have to deal with only being able to fit a single ton of LRM ammo on my Mad Dog Prime!

#36 HauptmanT

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Posted 24 December 2016 - 05:01 PM

It would also negate artemis... since that is what artemis does. Increase lock strength with LOS.

#37 NighthawK1337

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Posted 24 December 2016 - 05:13 PM

Even my Kitfox can't save this stupidity. Seriously that GIF made me facepalm.

#38 Bishop Steiner

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Posted 24 December 2016 - 05:14 PM

View PostMonkey Lover, on 24 December 2016 - 03:40 PM, said:


Skill in this case would require something other than locking and firing.

I would like to see locking and firing removed. Give us two options to fire them, one just normal dry fire like we have now with a much lower arch and two with use of the tag laser. Have the lrms follow the tag laser. This would allow for some very skilled moves . You could shoot over hills, even slight around corners if you're good enough.

They would need a dmg buff to maybe srm levels and speed increased.


Lol. Yes, because it takes zero skill to hold approximate aim against good players for the 5-7 seconds it takes LRMs to actualyl get to their target, in a game rife with countermeasures to said target locks, while taking return fire from hitscan and near hitscan PPFLD.

Lol.

I'll readily admit, against potatoes, they truly are no skill.... if they were so no skill to use succcesfully though, pretty odd they don't see use in comp play.. which would imply to me that those who do relatively well with them in high tier, might just indeed have some modicum of skill.

But what the hell do I know.... Obviously those 5ERLL hitscan zero burn duration Skillhoppers are the epitome of skill, after all. Just poke, shoot, and hide. All in under .5 a second.

lol.

#39 Bishop Steiner

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Posted 24 December 2016 - 05:20 PM

View PostHauptmanT, on 24 December 2016 - 03:43 PM, said:

LRMs are a skill based weapons fools.

And the skill is in your brains not your reflexes/muscle memory.




See, that's the thing. The "skilled" comp style player only acknowledges reflexes as skill. It's the conceit of gaming. Especially among younger gamers. I've spelled out the superciliousness of that argument in my preceding post, and have done so time and again, but it will continue to fall on deaf ears, because the thought it, that to admit to is, apparently, that to let go of one's epeen long enough to actually think it out, would somehow diminish their twitch skills.

View PostProsperity Park, on 24 December 2016 - 02:43 PM, said:

Cover is for Tryhards. Real BattletechWarriors fight in the open with an AC/5, a SRM4, A LRM5, 2ML and a SL.

SLaser boat ftw. Go small, or go home, yo. (Oh, and don't forget your lagswitch)

Edited by Bishop Steiner, 24 December 2016 - 05:19 PM.


#40 Y E O N N E

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Posted 24 December 2016 - 05:25 PM

View PostBishop Steiner, on 24 December 2016 - 05:20 PM, said:


See, that's the thing. The "skilled" comp style player only acknowledges reflexes as skill. It's the conceit of gaming. Especially among younger gamers. I've spelled out the superciliousness of that argument in my preceding post, and have done so time and again, but it will continue to fall on deaf ears, because the thought it, that to admit to is, apparently, that to let go of one's epeen long enough to actually think it out, would somehow diminish their twitch skills.


Wat.

Quote

SLaser boat ftw. Go small, or go home, yo. (Oh, and don't forget your lagswitch)


Boating is bad, mmmkay?





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