#41
Posted 20 May 2017 - 01:27 PM
#42
Posted 20 May 2017 - 01:34 PM
-k
#43
Posted 20 May 2017 - 02:17 PM
Kdogg788, on 20 May 2017 - 07:30 AM, said:
-k
I do miss my Seismic Wallhack
It (lack of) made me do Terribad the other day
I don't like doing Terribad
Lightfoot, on 20 May 2017 - 08:49 AM, said:
Mauler LRM? You should have died. Their Lights were sleeping at the switch. Why can't I get games with sleeping Lights when I bring LRMs?
#44
Posted 20 May 2017 - 02:24 PM
RestosIII, on 20 May 2017 - 01:27 PM, said:
Technically, yes
It increases your Match Score, but no monetary bonus.
Launched at 1/3 MS per missile
Now ~ 1/7 MS per missile
I haven't checked...but there was/is an interesting AMS bug
I'll demonstrate:
6230 missiles, while in another (pre nerf) testing session
Should try and organize 1200 LRMs (Clam and Spheroid separately) before the bug is fixed
That would probably look neat
#45
Posted 20 May 2017 - 02:29 PM
Mcgral18, on 20 May 2017 - 02:24 PM, said:
Technically, yes
It increases your Match Score, but no monetary bonus.
Launched at 1/3 MS per missile
Now ~ 1/7 MS per missile
Should try and organize 1200 LRMs (Clam and Spheroid separately) before the bug is fixed
That would probably look neat
Alrighty then. Still peanuts, but it's something to make my AMS boats a tiny bit more viable. Not sure if it's enough to make putting 2 AMS+skills on my Javelin worth it though...
#46
Posted 20 May 2017 - 03:04 PM
Average match score around 400 to 500, best match a little over 700. Average damage 5 to 700 with my best a little over 1200. They have actually dropped a little since the patch due to less range and bigger spread.
A lrm boat is no easier to play than my orion brawler. You still have to maneuver to get your locks, you have to pick the right target. You have to know when you are getting hits and when to switch targets. I have been in matches where I was the only lrm, been top match score and top damage, and get compliments at the end of the match from spectators as I'm one of only 4 survivors.
Now, I do ***** at the guys who only carry one rack of missles, 2 lpl and 4 erml and play from the back of the hill instead of helping out during the brawl at the end of the match. I've been trashed because I have been face tanking to get locks and yet they don't even have a scratch on their armor.
Edited by JS Mosby, 20 May 2017 - 03:16 PM.
#47
Posted 20 May 2017 - 04:54 PM
People try to rush me because I have six LRM launchers and then they catch some LPL and ERML in concert to the face. Seeing LRMs on 'Mechs isn't new and not everyone who uses LRMs is incompetent or helpless under 200m.
#48
Posted 20 May 2017 - 05:01 PM
Ultimax, on 20 May 2017 - 09:42 AM, said:
Either that, or PGI needs to remove Indirect Fire and then buff LRMs to function & compete with direct fire weapons (higher velocity, better flight paths, tighter damage spread, etc).
I'd really prefer the latter, I'd like to have a third build path for mid to long range play (with the other 2 being ballistics & energy) but I will never use LRMs in any real capacity as long as they remain a noob weapon with crutch mechanics and forced low skill ceiling to compensate for the lower skill entry.
If you don't want to use LRMs, then fine, don't use them. But please do not give some high and mighty BS as an excuse.
#49
Posted 20 May 2017 - 05:18 PM
#50
Posted 20 May 2017 - 05:44 PM
Mystere, on 20 May 2017 - 05:01 PM, said:
If you don't want to use LRMs, then fine, don't use them. But please do not give some high and mighty BS as an excuse.
I know it's hard for you to hear the truth about your choice in weapons - so by all means stick your fingers in your ears and continue to pretend that LRMs take skill and are good weapons.
#51
Posted 20 May 2017 - 05:48 PM
Ultimax, on 20 May 2017 - 05:44 PM, said:
LOL! I use LRMS to troll people into tears, nothing more, noting less.
On the other hand, it's been my observation that those who deride it as a "noob weapon" and a "crutch" often were on the receiving end of the LRM pain train and are making up excuses.
Edited by Mystere, 20 May 2017 - 05:50 PM.
#52
Posted 20 May 2017 - 06:03 PM
#53
Posted 20 May 2017 - 06:08 PM
If you think they are you haven't seen the past 4 or so great LRMpocalypses friendo.
#54
Posted 20 May 2017 - 06:27 PM
Mystere, on 20 May 2017 - 05:48 PM, said:
Or maybe after several seasons of competitive play and never once seeing it used seriously by any teams even in the divisions below the top - its pretty clear that the weapons themselves are mostly used by potatoes to farm event scores in QP matches where teams have no coordination.
#55
Posted 20 May 2017 - 06:35 PM
Knighthawk26, on 20 May 2017 - 07:18 AM, said:
Good.
No seriously, good.
Radar Deprevation was game-breakingly OP. I mean, having a module that reduced the amount of time that a lock could be held? That'd be fair in my books, especially since there are a lot of players who would buy modules to extend the lock time.
However, the module as it previously had been was just outright OP. If you had it, it all but guaranteed that nobody could lock on to you with LRMs unless you had a UAV above you. One hill or building for a fraction of a second and you send the lock-on counter back down to start.
That's not to say that I don't recognise that the way that PGI has incorporated LRMs into the game has put way too much emphasis on indirect fire and as a result is either OP or completely useless, but it seems like every single module and map they make exist to punish LRM use. Some cover, sure, but if LRMs effectiveness is that polarised, they need to be fundamentally reworked. Make direct fire without lock-on possible and viable. Make indirect fire less effective than direct fire.
#56
Posted 20 May 2017 - 06:41 PM
#57
Posted 20 May 2017 - 06:54 PM
Foxwalker, on 20 May 2017 - 07:41 AM, said:
I pulled my old Awesome R out of mothballs and see that LRMs have been given a lot of love here. Most in higher tiers are not as aware yet as they generally distain LRM usage. I am guessing it may change after they test out that systems current new effectiveness. What is interesting, with the increase in ammo due to the skill tree, you can actually devote more room to secondary weapons as you can remove a few tons of that ammo.
the AWS-8R is no where near the glory she once was... but getting to +20% Velocity is nice even though got hammered in the cooldown so DPS fell through the floor. But really it is the overall skill level that has plummeted with the release of the Skill Maze as players return to try it out and so many potatoes having no idea what to do correctly. The increase in LRM usage can easily be chocked down to that while the very few actually good LRM boats got hit hard. The AWS-8R (#1) was hit decently but the Tempest (#2) was crushed, the BLR-1S (#3) took a sizable hit... the MDD & NTG have seen an overall Buff from their previous state but then the majority of Clan mechs got a buff in comparison, they are cLRMs though so solidly inferior to IS LRMs (quite literally the only weapon system that IS has a real advantage).
#58
Posted 20 May 2017 - 06:59 PM
AMS still works!
Edited by cazidin, 20 May 2017 - 06:59 PM.
#59
Posted 20 May 2017 - 07:02 PM
Quote
radar derp was never gamebreaking because the only indirect fire weapon in the game is LRMs. no other weapon was affected by radar derp. And if you need a red dorito to tell you when to shoot enemies then youre bad.
ECM was far more gamebreaking since it blocks both direct and indirect LRMs against ALL mechs inside its bubble. But rather than fixing ECM properly they just left it overpowered but forced you to invest a significant amount of skill points.
PGI really needs to revamp sensors, information warfare, ecm, and lock-on weapons. That should be a top priority for them after the new tech is released.
Edited by Khobai, 20 May 2017 - 07:08 PM.
#60
Posted 20 May 2017 - 07:30 PM
cazidin, on 20 May 2017 - 06:59 PM, said:
No its not, Radar dep is % based where target decay is value based, meaning all points in [target decay] + [base lock time] vs all points in [radar dep] = [no lock]. What it should be to be actually balanced is [target decay] + [base time] vs [radar dep] = [base lock time]. They should always have been 1 to 1 counters, both operating on flat values.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users