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Lrm's Are For Fw If You Are Is


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#61 Pat Kell

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Posted 23 April 2017 - 09:24 AM

View PostKmieciu, on 23 April 2017 - 05:48 AM, said:

You still don't get it.
The best way to support friendly forces is to be next to them, taking hits and dishing out accurate damage against the enemy.
What you're describing is using your team mates as shields so you've got enough time to use your inferior weapons.
That behaviour is accepted in solo queue, but in faction warfare will get you steamrolled and spawn camped.


Can't like this enough...

#62 Telemachus -Salt Wife Salt Life-

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Posted 23 April 2017 - 11:22 AM

I can't believe that we are discussing the viability of LURMs in 2017. This is why Trump won.

#63 Carl Vickers

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Posted 23 April 2017 - 05:47 PM

View PostKmieciu, on 23 April 2017 - 05:48 AM, said:

You still don't get it.
The best way to support friendly forces is to be next to them, taking hits and dishing out accurate damage against the enemy.
What you're describing is using your team mates as shields so you've got enough time to use your inferior weapons.
That behaviour is accepted in solo queue, but in faction warfare will get you steamrolled and spawn camped.


So very true.

Played against Kellaine over the weekend in a group drop, he was the last one alive with 299 damage in a lurm scorch, sitting a grid away from his team and died horribly when the rest of us smutched him. GG

#64 Kmieciu

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Posted 23 April 2017 - 11:18 PM

View PostCarl Vickers, on 23 April 2017 - 05:47 PM, said:

lurm scorch

What a waste.
Literally the best brawler in the game.
88 damage alpha with no ghost heat and perfect hitboxes to spread damage.
More deadly than Kodiak-SB and Atlas-S.
You can play the game however you want, though. If you enjoy being spawn-camped, then by all means - use LRMs in Faction Play.

PS. There was a time, when LRMs did 1.7 damage to every component in 6 meter radius of the hit. Back then, you would launch 3xLRM15 out of an Atlas that would strike the ground and totally annihilate a running light.
Annihilate as in, totally destroy all the components (with the exception of the cockpit which is unaffected by splash damage weapons). During that time LRM Atlas was actually a decent performer, mainly because we did not have HSR and direct damage were literally hit or miss, while LRM damage was always computed server-side.

Edited by Kmieciu, 23 April 2017 - 11:18 PM.


#65 naterist

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Posted 24 April 2017 - 12:26 AM

I always wanted to put a lrm5 on my grasshopper. It would be viable for when pugs are bodyblocking my erlls.

#66 Carl Vickers

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Posted 24 April 2017 - 12:36 AM

View Postnaterist, on 24 April 2017 - 12:26 AM, said:

I always wanted to put a lrm5 on my grasshopper. It would be viable for when pugs are bodyblocking my erlls.


The tonnage you use on that lurm 5 would be a complete waste, have to sacrifice an erll or cooling to do it, not a great idea.

#67 naterist

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Posted 24 April 2017 - 12:39 AM

View PostCarl Vickers, on 24 April 2017 - 12:36 AM, said:


The tonnage you use on that lurm 5 would be a complete waste, have to sacrifice an erll or cooling to do it, not a great idea.


Oh ya, i forgot that thing runs so insanely cool, why compromise that amazing heat efficiency.

/end_sarcasm

-_- your arguement remains bad.

#68 Carl Vickers

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Posted 24 April 2017 - 01:07 AM

View Postnaterist, on 24 April 2017 - 12:39 AM, said:

Oh ya, i forgot that thing runs so insanely cool, why compromise that amazing heat efficiency.

/end_sarcasm

Posted Image your arguement remains bad.


Lol, your sarcasam is as bad as your meching and your win loss ratio. Potatos are gonna potato so go ahead, easier kills for me.

#69 Musashi Alexander

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Posted 24 April 2017 - 03:40 AM

I used to equip lurms a lot in the past. One of the main reasons was I had a really poor setup and fluctuated between 10 - 25fps. Lurms made playing the game viable. I also think it's fun at times.

Eventually I got a better set up (60+ fps at ultra) and joined a unit which quickly weaned me off Lurms. Direct fire is the indisputable king of the MWO battlefield. This is particularly the case in group play and FW.

Having said that, I still play lurms from time to time in solo queue - it's still fun to me. I like the positioning and movement aspect of it, very much cat and mouse - sometimes i'm the mouse, more often than not I feel like the cat. I share my armour, I work with and move with the team, I try to flank and deny flankers, I try to help teammates in trouble. I tend to average 600-700 dmg across all maps and games modes and I feel like a positive contributor, often enough ending with top damage and top score. For solo queue this is fine - I pay the money so I play how I choose.

However, when it comes to rolling up sleeves in (serious) group play, direct fire is where it's at.

Edited by Musashi Alexander, 24 April 2017 - 03:50 AM.


#70 Haazheel IIC

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Posted 24 April 2017 - 04:49 AM

Because of this lurm whining i ll take my lrm boat out today xD

People who cry about lrm's are annoying. So i can cry about OP Gauss, OP ERPPC aso...please PGI, let us only use small lasers in the future then its fair...*sarcasm off*..cmon mechwarriors, no other problems?

#71 Tesunie

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Posted 24 April 2017 - 09:52 AM

Posted Image

I see W/L ratios are still being pushed when talking about LRMs here...

So. I asked again then, if taking LRMs actually negatively affected your teams ability to win (and the implication is in all game modes, QP, GP and FP), than why is it my LRM based mechs actually have a higher W/L ratio than my direct fire mechs?

If the statement was true, than I should not be seeing those results in my LRM based mechs. Instead, I should be seeing them all having a lower W/L ratio. The issue is, I'm not seeing that within my own stats. My own individual mech stats seem to show the complete opposite, where my LRM based mechs are getting a higher W/L ratio than almost all other mechs.

I posted my Huntsmen stats somewhere else in this thread, with their associated builds linked with them. My SRM/ERLL Hero version was the only one to get a slightly higher W/L, and all other Huntsmen designs were lower in W/L compared to my LRM build. I will also comment that this pattern is repeated in my individual mech stats across all my mechs. The LRM versions tend to have a higher W/L, and in some cases a lot higher, when compared to the direct fire versions of the same exact chassis.


Now, I don't mind mentioning the strengths and weaknesses between weapon types, but I am seeing claims being tossed around that just don't seem to be matching what I'm seeing personally with my stats. This seems to lead to the statement of LRMs having a negative impact on a team's chances to win of either being "false" or "less true", as for whatever reason it doesn't seem to be applying to me.

What are your thoughts about that information?



Edit:
Stats where posted here and here.

Edited by Tesunie, 24 April 2017 - 10:01 AM.


#72 Telemachus -Salt Wife Salt Life-

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Posted 24 April 2017 - 10:50 AM

View PostTesunie, on 24 April 2017 - 09:52 AM, said:

Posted Image

I see W/L ratios are still being pushed when talking about LRMs here...

So. I asked again then, if taking LRMs actually negatively affected your teams ability to win (and the implication is in all game modes, QP, GP and FP), than why is it my LRM based mechs actually have a higher W/L ratio than my direct fire mechs?

If the statement was true, than I should not be seeing those results in my LRM based mechs. Instead, I should be seeing them all having a lower W/L ratio. The issue is, I'm not seeing that within my own stats. My own individual mech stats seem to show the complete opposite, where my LRM based mechs are getting a higher W/L ratio than almost all other mechs.

I posted my Huntsmen stats somewhere else in this thread, with their associated builds linked with them. My SRM/ERLL Hero version was the only one to get a slightly higher W/L, and all other Huntsmen designs were lower in W/L compared to my LRM build. I will also comment that this pattern is repeated in my individual mech stats across all my mechs. The LRM versions tend to have a higher W/L, and in some cases a lot higher, when compared to the direct fire versions of the same exact chassis.


Now, I don't mind mentioning the strengths and weaknesses between weapon types, but I am seeing claims being tossed around that just don't seem to be matching what I'm seeing personally with my stats. This seems to lead to the statement of LRMs having a negative impact on a team's chances to win of either being "false" or "less true", as for whatever reason it doesn't seem to be applying to me.

What are your thoughts about that information?



Edit:
Stats where posted here and here.



1. What is your tier? (not being a smartass, just an actual matter for comparison on the viability of lurms)

2. Individual stats of one player do not mean lurms are good.

2. Depending on whether you are tier 1 or 2-5, the viability of lurms change (lower tier players may not utilize cover as well as higher tier players, may not own radar dep modules, may not be shooting down UAVs, and/or may be running lurms themselves).

4. Your teams might be winning IN SPITE of you bringing lurms.

5. The reason why your LURM mechs have a better win/loss ratio may merely be because you underperform in non-lurm mechs and perform on par with your tier in lurm mechs. So it's not a matter of your lurm mechs having a high win/loss ratio as much as your non-lurm mechs having a low win/loss ratio.

6. You may be the exception to the rule? (the answer to this would depend on tier/matchmaker)

-------------------

The point is, just because your INDIVIDUAL mechs have higher win/loss ratios does not mean that lurms are suddenly more viable or on parity with direct fire weapons.

As it has been mentioned before in this thread, lurms as a weapon system severely gimps you and your team of multiple tactical options (direct fire poking, armor sharing, no-need-for-locks, dps loss from lock wait times etc etc.)

Edited by Telemachus Rheade, 24 April 2017 - 10:56 AM.


#73 C H E E K I E Z

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Posted 24 April 2017 - 10:54 AM

Honestly, there are 2 maps where lrms are absolutely devastating, and i will double the damage of anyone with direct fire, and more kills/kmdd's because of the build on my lrm boats, they need no spotter, they need no narc or tag, and to the people who know me and drop with me, on these maps/special scenarios, they know my lrms will do more than anyone in our drop. However, outside of being clan, and outside of those 2 maps, i will never bring lrms because they are garbage outside those 2 specific maps and modes,

#74 Tesunie

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Posted 24 April 2017 - 11:36 AM

View PostTelemachus Rheade, on 24 April 2017 - 10:50 AM, said:



1. What is your tier? (not being a smartass, just an actual matter for comparison on the viability of lurms)

2. Individual stats of one player do not mean lurms are good.

2. Depending on whether you are tier 1 or 2-5, the viability of lurms change (lower tier players may not utilize cover as well as higher tier players, may not own radar dep modules, may not be shooting down UAVs, and/or may be running lurms themselves).

4. Your teams might be winning IN SPITE of you bringing lurms.

5. The reason why your LURM mechs have a better win/loss ratio may merely be because you underperform in non-lurm mechs and perform on par with your tier in lurm mechs. So it's not a matter of your lurm mechs having a high win/loss ratio as much as your non-lurm mechs having a low win/loss ratio.

6. You may be the exception to the rule? (the answer to this would depend on tier/matchmaker)

-------------------

The point is, just because your INDIVIDUAL mechs have higher win/loss ratios does not mean that lurms are suddenly more viable or on parity with direct fire weapons.

As it has been mentioned before in this thread, lurms as a weapon system severely gimps you and your team of multiple tactical options (direct fire poking, armor sharing, no-need-for-locks, dps loss from lock wait times etc etc.)


I have no problems answering questions:
1. I've been in T2 for some time, and I actually was wallowing in T3 for some time as I was practicing direct fire weapons. Started to use LRMs again, and skyrocketed to T2. The PSR bar actually continues to go up now that I'm using LRMs again... (Not that I'm not using direct fire mechs, mind.) I am getting far more matches now where, even on a loss, I'm getting a PSR = result if not even a + result.

2. And what people say about LRMs and how most people seem to use it doesn't make them bad either. I'd say they are different and "good", just not "great". I find it all depends upon the build and how you use what you've got.

3. (I mean, second 2. Posted Image ) I run them in FP, QP and GP. In FP and GP, PSR tier doesn't hold much to any weight, and I tend to drop with other players whom are T1 when I am in GP and FP. You are right that PSR tier may have some influence on my opponents that I see, but T2 is respectable, and from the looks of things I should soon be T1.

4. For over hundreds matches? Half and half probably mixed between GP and SP now? And previous mechs/stats are SP only and showing the same results for hundreds of more matches? It's being a common thing I'm seeing across all my mechs, even from before I joined the Seraphim and committed to playing FP and GP matches with them. At some point, this either becomes "too much luck" or "the stats level out to show at least something". And yes, I recognize that it could very well be me and how I happen to use LRMs. After all that data, I'd have to conclude (at least for me) that my team's aren't winning in spite of my "hindering" them, and at some point I'd have to assume I'm having some kind of influence on the matches. (Though, I do also know that 1 out of 24 people doesn't mean I'm always going to have an impact on every match. There is only so much one person can do. So there is that I guess.)

5. But, that still runs counter to what many people have been saying, in this thread and many others. If direct fire weapons are so vastly superior to LRMs, than in theory I should always perform better with direct fire weapons. Now, I admit and acknowledge that direct fire does have it's advantages and LRMs aren't always easy to use, but I feel they are just "different" to each other, and each have advantages and disadvantages over the other. How well this weighs out might depend upon how each weapon is being used and is intended on being used.

6. If I am an exception to the rule, than their statement of LRMs reducing W/L potential (as a solid fact) would have to be false, or at least "less true". I wont say that I'm an ace, but when it comes to LRMs I seem to just see better overall performance personally. It isn't from lack of trying with direct fire weapons, as I gave them a lot of time when PSR first came out (I was placed in T4 and quickly went from there to T3). I only recently in the past few months (probably in November) went back to LRMs as a serious manner. I went from hovering half way into T3 to blasting my way right into T2 and now I'm already reasonably far into T2. (My opening PSR bonus for the new system was basically spent with lasers mostly. PSR crawled then, and now it's noticeably going up very fast since I picked LRMs back up again. Not that I really stopped using them, I just didn't bring them as much back then.)




The problem is, LRMs may "gimp" your team in some aspects, but it does open up other tactics to your team. Having a two vs two situation, well now it can be three (or maybe 2.5) vs two because the LRM mech can support their team while moving in for other weapons (direct fire). There is a reason I always advise to bring reasonable direct fire weapons. No. Two ML/SLs don't exactly count in my book (depending upon the mech of course and the intended manner of play).

The thing is, I'm willing to see the strengths as well as the weaknesses of LRMs. They have a lot of utility that no other weapon in the game can do, but it costs them in other aspects. I'd also mention, if fired within 600m (the closer the better), they become really good, and almost become "fire and forget" at closer ranges. Get a lock quick while shooting other weapons, then end with LRMs raining on their heads. And don't forget about their suppression abilities (no one stands out in the open when they get missile incoming warnings).


So, in the end, it may literally be how I use LRMs. I will say that whenever I watch another LRM mech (typically a boat) after I've died... they normally make me shudder and cringe at how they use them. So, maybe compared to the average LRM user the statement may be true, but I'm just saying that there many be places for LRMs if they aren't used in the more typical fashion.

#75 Xannatharr

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Posted 24 April 2017 - 12:06 PM

You know the old disclaimer?

"Individual Results May Vary"

I think that applies in this case Posted Image

Xann

#76 naterist

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Posted 24 April 2017 - 12:08 PM

as long as you bring support weapons, like some lasers to cover your <180m targets, i dont really see why its a problem. group play it may be because it takes some serious co-ordination, but they are.... viable... depending on how well you understand the game. dont mis-interpret this, you cant use lrms to the exclusivity of everything else, but if youve been playing a while and really understand most of the game, i dont see why you cant make them work.

#77 MischiefSC

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Posted 24 April 2017 - 01:29 PM

View PostHaazheel, on 24 April 2017 - 04:49 AM, said:

Because of this lurm whining i ll take my lrm boat out today xD

People who cry about lrm's are annoying. So i can cry about OP Gauss, OP ERPPC aso...please PGI, let us only use small lasers in the future then its fair...*sarcasm off*..cmon mechwarriors, no other problems?


Different complaining. Main complaint is that LRMs are terrible against even decent opponents and as such people who use LRMs have a lower W/L. They literally have to be carried by the team. Very different from complaining about PPFLD being too efficient at killing.

The people here complaining about LRMs are complaining about how our odds of winning drop when a teammate brings LRMs and it's annoying to carry them. The people complaining about PPFLD are complaining because they are way more effective at killing people than DOT weapons.

There you go. Your concerns solved.

#78 Tesunie

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Posted 24 April 2017 - 05:16 PM

View PostXannatharr, on 24 April 2017 - 12:06 PM, said:

You know the old disclaimer?

"Individual Results May Vary"

I think that applies in this case Posted Image

Xann


My thoughts are more along the lines of, if there are exceptions to the rule (such as possibly myself), than is the statement that LRMs negatively impact a team's chances to win true? Or, at that point, could LRMs not be as relevant to the W/L as lead to believe, and could it be the pilots and/or how people tend to use LRMs on average that makes people believe that they negatively impact W/L?

#79 B0oN

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Posted 24 April 2017 - 05:41 PM

I personally say : let em LRM .
My ERPPCs are waiting ...


backed up by LRM10Art, ECM & Tag ...(trollolol) :P

Edited by The Shortbus, 24 April 2017 - 05:42 PM.


#80 Pat Kell

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Posted 24 April 2017 - 06:55 PM

View PostTesunie, on 24 April 2017 - 05:16 PM, said:

My thoughts are more along the lines of, if there are exceptions to the rule (such as possibly myself), than is the statement that LRMs negatively impact a team's chances to win true? Or, at that point, could LRMs not be as relevant to the W/L as lead to believe, and could it be the pilots and/or how people tend to use LRMs on average that makes people believe that they negatively impact W/L?


No, LRM's simply spread damage too much to be as viable as other weapons, especially for people who can aim just a bit. It's not a matter of opinion, it's a fact. When LRM's hit, a certain percentage of them naturally miss (this is done so by design to reflect the fact that on average, in tabletop, only 12 of 20 missiles would hit. Sure, you can roll higher and have more hit but you could roll lower as well. The point is that PGI has went for the average of 12 missiles out of 20 hitting and while this may not be true of each volley or even accurate numbers, a certain percentage miss. Want a general idea of how bad they are? go check your stats page and see the hit %. It counts each missile as fired weapon and I would be shocked if you had much higher than a 30-35%) and hit the ground while the rest spread out across most, if not all the components of the mech they are aimed at. This forces your team to make up for your natural, game designed inability to focus specific components. Even LRMer's that are "good" nerf their team by spreading damage, taking too long to fire (again, designed into the game) and being easier to get into cover from vs direct fire weapons (if you are out in the open for exactly 1 sec, every direct fire weapon in range can hit you while LRM's have much longer travel times and while they can fire from cover you are A. likely to miss once you lose target lock and B. Lose the advantage of taking artemis once you lose sight of the mech). These are facts, not opinions, they are features designed into the game in an effort to avoid the LRMageddon we went through several years ago and they are in a place right now where most of the time, they are little more than an annoyance (that last part is an opinion though).

So, argue all you want about how LRM's are viable, even in non boating type load outs and all you are doing is simply ignoring the facts. By bringing LRM's, you are making it easier for your enemy to beat your team. I am not saying that you won't win or even win a fair amount but I am saying that, provided you can aim, you will be doing your team a favor by focusing on direct fire weapons rather than bringing any LRM's. You can say that my comment about making it easier for me to win is arrogant all you want but name calling does not refute the facts as I have stated them. Denying these facts only makes it easier for your enemy to beat you.

Oh and trying to say that your PSR has gone up since you switched back to LRM's is not an example of causation. You can lose matches and have your PSR go up as long as you do enough "good" things and being capable of using LRM's and doing a lot of damage is considered a "good" thing but you are still nerfing your team by bringing them. Anyone can raise their PSR by bringing LRM's and playing off the shoulders of friendly mechs, racking up good damage and kills and still lose the match. So your example is kind of meaningless.





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