#1
Posted 18 May 2017 - 07:36 AM
Just my thoughts on it... piggy backing off other people sitting in the back doing free unchallenged damage with little or no recourse.. good way to punish new players as well. Walks out of cover.. one mech spots it. 4 lrm boats with 60 point alphas turn into 80 or 90 point alphas then proceed to 2 alpha that person before he even can shoot his lasers or weapons.
If lrms have critical hit chance than clan and is guass rifles need to have the crit chance returned to them to counter a weapon that weighs half as much and does more damage with a lower cool down.. my thoughts on it.
#2
Posted 18 May 2017 - 08:00 AM
Natred, on 18 May 2017 - 07:36 AM, said:
Just my thoughts on it... piggy backing off other people sitting in the back doing free unchallenged damage with little or no recourse.. good way to punish new players as well. Walks out of cover.. one mech spots it. 4 lrm boats with 60 point alphas turn into 80 or 90 point alphas then proceed to 2 alpha that person before he even can shoot his lasers or weapons.
If lrms have critical hit chance than clan and is guass rifles need to have the crit chance returned to them to counter a weapon that weighs half as much and does more damage with a lower cool down.. my thoughts on it.
You play in a bracket that shouldn't be seeing much LRM usage or you should've learned by now how to counter LRM,s....
LRM's like any other weapon system have a base line crit change based on the amount of 'rounds' hitting an exposed component. Due to the nature of using many small low damage projectiles that each get a chance to do a critical hit, for a tiny amount of damage each....
I won't go into detail as to why LRM's are bad, but they are a poorly designed weapon system in MWO that requires boating to even be mildly effective and have many hard counters already built into the game....
For example a cLRM/15 may weigh about one third of a cGR (Clan Gauss Rifle), but you require 3 to 4 of them to match the effectiveness of one cGR, due to the cLRM/15's habit of putting on average of only dealing 10 - 12 damage, spread all over the target vs the 15 pin point to one location of the cGR...
#3
Posted 18 May 2017 - 08:02 AM
Chance is not increased. And Crits do not come into play until armor is stripped.
#4
Posted 18 May 2017 - 08:10 AM
#5
Posted 18 May 2017 - 08:12 AM
#6
Posted 18 May 2017 - 08:14 AM
Crit chance is never something to build around anyway.
The REAL change is that not everyone has radar dep and ECM is less effective.
Edited by Roughneck45, 18 May 2017 - 08:15 AM.
#7
Posted 18 May 2017 - 08:15 AM
Lightfoot, on 18 May 2017 - 08:10 AM, said:
big deal, you overheated your mech and got punished for it. it wasnt your enemy that destroyed your weapons, it was yourself. because thats the only way to lose your equipment while you still have armor.
#8
Posted 18 May 2017 - 08:16 AM
#9
Posted 18 May 2017 - 08:16 AM
- Pestilence -, on 18 May 2017 - 08:12 AM, said:
No one gained extra crit chance. Only the clan Targeting computer can increase crit chance, that's it... untill the IS get their targeting computers in the tech update...
What came with the skill tree, High Explosive is crit damage increase. How ever it is a trap skill, as it is not worth taking. For it to have a meaningful effect you would need 15-20 missiles to hit the same location and all of them generate a critical hit.... even then you would be better off taking one heavy hard hitting weapon like a Gauss Rifle.
#10
Posted 18 May 2017 - 08:17 AM
Cold Darkness, on 18 May 2017 - 08:15 AM, said:
big deal, you overheated your mech and got punished for it. it wasnt your enemy that destroyed your weapons, it was yourself. because thats the only way to lose your equipment while you still have armor.
I didn't overheat. Some weapons, notably the Arrow IV, can do damage to systems that are still armored.
#11
Posted 18 May 2017 - 08:19 AM
#12
Posted 18 May 2017 - 08:19 AM
Quote
you can put srms on your brawler. srms get extra crit chance too. not seeing the issue.
Quote
except critical hits also do 15% more damage to internal structure
so an lrm that gets a x1 crit is doing 1.15 damage to internal structure instead of 1 damage (and 1.3 damage for a x2 crit and 1.45 damage for a x3 crit)
high explosive increases crit damage by a further 15%. so instead of 1.15 damage its 1.3 damage for a x1 crit.
its definitely not a trap skill, it helps chew through the extra internal structure that mechs now have
the trap skill is missile spread no high explosive. 5% missile spread is useless.
Edited by Khobai, 18 May 2017 - 08:35 AM.
#13
Posted 18 May 2017 - 08:21 AM
Its very annoying to be hit with lrm fire ( and yes ppc and gauss to, however easier to dodge) but then again its about how to counter it. There are so many counters in comparison to other weapons, its not even funny. Cover, closing in/ brawl em, ecm.
I do agree however, that lurm boats hiding in the rear without cqc/ backup weapons, tag and/ or narc AND nagging for "plz give lock" firing from 900-1000+ m isnt optimal or call forth teamplay.
I find lurm boats very useful in second line attacks, where pinpoint weapons cant hit, lurmers can support you. Annoying and harassing the enemies to you clse in for some wrecking. In that regard I appreciate LRM and missile weapons in general to have crit chances hightened. At least make them a bit more useful.
#14
Posted 18 May 2017 - 08:22 AM
The one time I did get caught out in the open with nowhere to run..... Brutal.
Working as intended/hoped? Sure!
#16
Posted 18 May 2017 - 08:28 AM
#17
Posted 18 May 2017 - 08:30 AM
I think the reason you see a lot of LRMs now is players want to see if their old LRM mechs can be resurrected. Well they can't so the LRMers will fade soon, but you might see more use of LRMs as a secondary weapon.
Trev Firestorm, on 18 May 2017 - 08:25 AM, said:
Arrow IV is not the only weapon that can damage weapons through armor. I don't know how PGI is using the ability though, on what weapons I mean.
#18
Posted 18 May 2017 - 08:31 AM
Either invest in the tree or learn to use cover better, because I doubt LRMs are going to change much.
#19
Posted 18 May 2017 - 08:33 AM
Lightfoot, on 18 May 2017 - 08:30 AM, said:
There is no Arrow IV in game.... they have artillery (from the way it works it should be a sniper or long tom artillery battery) and Air Strike consumables....
#20
Posted 18 May 2017 - 08:37 AM
Quote
I dont recall Arrow IV ever being able to pierce armor
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