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Flip Lrm Range Skill Tree Buffs.


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#1 McMurl

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Posted 09 February 2017 - 07:59 AM

Reducing LRM range seems overly dumb and counter intuitive. A better option would be to flip the range bonuses:

IS LRMs can engage at closer ranges (top tier 130m?)
Clan LRMs will do max damage at the same range as the IS buffs (ie 130m)

Pretty sure this is far more valuable and LRM pilots around will love it.

Edited by McMurl, 09 February 2017 - 08:00 AM.


#2 Monkey Lover

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Posted 09 February 2017 - 08:12 AM

Skill tree needs LOS bonus to reward lrm boats who get into the right.

#3 Siegegun

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Posted 09 February 2017 - 08:21 AM

The range nerf, while obviously a nerf, is not that big of deal. It is rare LRMs are effective that far out. At those distances firing LRMs at a target is just throwing it out there to see what sticks, so not a super nerf.

The LRM5 spread change is a much larger impact nerf.

#4 Acehilator

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Posted 09 February 2017 - 08:33 AM

LRM range nerf is 100% inconsequential, nobody with a basic grasp MWOs game concepts will take the range skills anyway.

Balance department needs to stop smoking the bad stuff... this is getting too silly to handle.

/edit: Oh yeah, and roll back the LRM5 spread nerf. Chosing launcher sizes is gouverned by free tonnage and quirks anyways for most mechs. Who cares if LRM5s are too good compared to the others, if you get quirks for the other sizes, you use them anyways.

Edited by Acehilator, 09 February 2017 - 08:36 AM.


#5 Ori Disciple

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Posted 09 February 2017 - 08:38 AM

For me, I don't like using LRMs outside of 600 meters, so this "nerf" does jack to me. You really shouldn't be using LRMs at that range anyway. There are too many variables that have little to no way of controlling at that range. It's much easier to get in close then use them, so you can keep a lock by yourself if need be.

#6 testhero

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Posted 17 March 2017 - 11:16 AM

Sometimes you do need the range as it is not strictly range like the other direct fire weapons have but flight duration, currently LRMs travel 1000m then self destruct. Only 800m or so of that is point to point distance the arc of the missiles accounts for the rest of the distance.

So Ori Disciple who never uses missiles beyond 600 meters still needs 700 meters or so of LRM "range" to successfully engage that Jagger mech he wants to dispatch at 595 meters.

If you are up high on pug hill in Alpine Peeks launching down at an exposed mech at a moderate distance like 500 min down below in the valley you will have to account for the 400 meter elevation difference as your missiles arc down to your target.

As for a reduced minimum range the lore is ~Inner Sphere LRMs are only armed after 180 meters as a safety precaution~ it is actually so that they have an obvious weakness for better game play.

Now we have MRMs arriving that if they keep their table top ranges will equal the proposed LRM range

Clan LRMs that don't have that restriction in the table top game Gained damage reduction inside minimum range in MWO because they were perceived to be too powerfull with no minimum range. Especially as there is no Zellbrigen (Solo combat) it enhances LRMs advantages . As Clan LRM launchers weigh 1/2 what IS launchers do clan missile boats were thought to be too effective.

Long ranges are needed so LRM's can be used to counter the long ranged projectile and energy weapons.
without their range sniper build mechs can stand in the open far from any cover with impunity and pick their shots. Whoever had the longest range weapons would have a enormous advantage.
At the moment that Kodiak-3 or Mauler-MX90 has to stay near cover so opponents with missiles can't Lurm it to death.

The grouping "nerf" is not too problematic as you can open nodes to get the same grouping effect back. However you can't get your range back in the same manner.

Edited by testhero, 17 March 2017 - 11:34 AM.


#7 MacClearly

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Posted 17 March 2017 - 12:15 PM

Seems dumb to who? They are not effective at 1100 or 1000m due to missile speed. In the last version of the PTS lurms seemed a lot more effective than on live server, but since it was four on four it is hard to really gage. The problem I see with your idea is that it would be hardest on lights. Since they are not in a good spot anyway, I don't want to see anything else that will nerf them, especially since hunting lurmers is one of their things.

#8 Tesunie

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Posted 17 March 2017 - 12:37 PM

With MRMs being introduced (but without knowing how exactly they will work yet), LRMs may find that a buff is needed for them to have their distinct place in the game remain. That buff may be speed buffs, so that they can actually be used a long ranges, compared to mid ranges which the MRM will now occupy.

Though, LRMs will still maintain their ability to shoot indirectly. That may be enough to keep it viable... maybe?





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