LRMs have been a subject of controversy.
Some say there are overpowered, some say they are useless.
But what would you do in order to better integrate them into the flow of the game?
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Long Range Missile Tweaks
Started by Guile Votoms, Feb 03 2017 02:41 AM
2 replies to this topic
#1
Posted 03 February 2017 - 02:41 AM
#2
Posted 03 February 2017 - 04:05 PM
- We have planty ECm mech in game - LRM now just good enough as they are.
They bad in hands who dont know how to use it or have no spotters in team (why spotting - need damage! Damage is main goal in game, not some "so called team activities").
They good when someone don't know how to hide or check for spotters and die, and whine and ask for nerfing.
In all other scenario - they just guided weapon to kill really slow and big target or make it weak.
They bad in hands who dont know how to use it or have no spotters in team (why spotting - need damage! Damage is main goal in game, not some "so called team activities").
They good when someone don't know how to hide or check for spotters and die, and whine and ask for nerfing.
In all other scenario - they just guided weapon to kill really slow and big target or make it weak.
#3
Posted 06 February 2017 - 07:58 PM
The only thing I would change is the spread even though I voted for no change. I would like to see all the LRM spreads to be the same somewhere in between the LRM 15 - 20. The reason I say this is because LRM's spread is way to concentrated and LRM 5 boaters can quickly take out even the atlas in less than 30 secs at the very minimum, If the spreads were the same it would mean LRM 5's would have the same killing potential as say the LRM 20 unlike how it is currently with the LRM5's completely outperforming all the other LRM's in TTK.
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