Edited by Natred, 02 June 2017 - 10:16 AM.
About The Lurms, The Salt, And Pgi's Point Of View.
#161
Posted 02 June 2017 - 10:14 AM
#162
Posted 02 June 2017 - 10:21 AM
I like LRMs. But if you bring them then you better bring NARC and TAG and get your own targets. If your assault is to slow for that... then dont do LRMs on that assault.
The problem isn't LRMs, the problem is douchebags hiding in the back with any kind og long range weaponry in assaults or heavies which should be the core of any push.
Edited by NoiseCrypt, 02 June 2017 - 10:24 AM.
#163
Posted 02 June 2017 - 10:25 AM
NoiseCrypt, on 02 June 2017 - 10:21 AM, said:
I like LRMs. But if you bring them then you better bring NARC and TAG and get your own targets. If your assault is to slow for that... then dont do LRMs on that assault.
The problem isn't LRMs, the problem is douchebags hiding in the back with any kind og long range weaponry in assaults or heavies which should be the core of any push.
Even a broken clock is still right twice a day
#164
Posted 02 June 2017 - 10:27 AM
Natred, on 02 June 2017 - 09:52 AM, said:
I see MG's kill mechs that are open all over too, do you think they are a good weapon?
I'm pretty sure last night in our MRBC one of the enemies got a TK because they bumped a legged mechs only good leg (which was not so good) once it was bright, bright cherry red, so red that a collison with even a gnat may have finished him off.
So saying LRMS can FINISH something that is basically dead isnt saying anything at all since i have seen bump dmg (1) do the same thing. Try going 1v1 with a FRESH direct fire mech in a FRESH LRM mech and tell me who comes out on top the majority but i suspect it will be around 100% for the Direct Fire.
Vxheous Kerensky, on 02 June 2017 - 10:25 AM, said:
Even a broken clock is still right twice a day
Couldnt have said it better myself. In fact i didnt, look at that gibberish up top.
Just read that whenever you think LRMS are the best thing since sliced surat.
Edited by Revis Volek, 02 June 2017 - 10:28 AM.
#166
Posted 02 June 2017 - 10:32 AM
wish we had the thunderbolt missile http://www.sarna.net.../Thunderbolt_20 oh the tears it would bring
lrms are good for stat padding that's about it and some crowd control
#168
Posted 02 June 2017 - 10:37 AM
That means for an LRM 20, about 7 missles hit. Unfortunately that is alot of wasted tonnage. If PGI were to let LRMs do what they are supposed to be doing, everyone would be using them, and crying about them, which is the reason they are the way they are now. Because of people crying.
Edited by Jiang Wei, 02 June 2017 - 10:45 AM.
#169
Posted 02 June 2017 - 10:39 AM
NoiseCrypt, on 02 June 2017 - 10:33 AM, said:
Lrms being good. They are not, but occasionally they do pull out a surprising Lulz win. This actually reminds me of something. My unit has, in the past occasionally done the lrm + narc in group queue for the lulz (some members find it funny but I don't, but I'll go along with it). One time while doing this, we came across an 7-8 man EmP group (another thing that annoys me about lrm for the lulz because every time we do this, without fail we'll run into actual good teams/players and look stupid). Anyways, Within the first 4 mins of the match, we managed to kill every single EmP player, while our team of 8 were also all dead. That actually left 4 randoms vs 4 randoms, and it was so bad that Rickrom said in all chat that it was making his eyes bleed watching it. The game went pretty much the full 15 mins with one guy shooting his small laser at like 600m. We lost 12-11.
Edited by Vxheous Kerensky, 02 June 2017 - 10:40 AM.
#170
Posted 02 June 2017 - 10:42 AM
Jiang Wei, on 02 June 2017 - 10:37 AM, said:
and thats pretty good honestly. For LRMS thats is.
My accuracy for lasers on the other hand is around 90%. why would i do dis to myself, i love myself.
So i use direct fire.
Vxheous Kerensky, on 02 June 2017 - 10:39 AM, said:
Lrms being good. They are not, but occasionally they do pull out a surprising Lulz win. This actually reminds me of something. My unit has, in the past occasionally done the lrm + narc in group queue for the lulz (some members find it funny but I don't, but I'll go along with it). One time while doing this, we came across an 7-8 man EmP group (another thing that annoys me about lrm for the lulz because every time we do this, without fail we'll run into actual good teams/players and look stupid). Anyways, Within the first 4 mins of the match, we managed to kill every single EmP player, while our team of 8 were also all dead. That actually left 4 randoms vs 4 randoms, and it was so bad that Rickrom said in all chat that it was making his eyes bleed watching it. The game went pretty much the full 15 mins with one guy shooting his small laser at like 600m. We lost 12-11.
This i all it has ever taken for LRM nights to come to an abrupt stop in our groups. We dont do it often but there are reasons why.
and you are right, it always happens without fail.
Edited by Revis Volek, 02 June 2017 - 10:42 AM.
#171
Posted 02 June 2017 - 10:48 AM
Wil McCullough, on 01 June 2017 - 10:51 PM, said:
can you identify one "meta" build that is "usually not good in solo queue and requires being carried to victory"?
Anything cGauss/cERPPC requires being carried... being unable to & unwilling to push a position during the mid-game makes them responsible for the majority of defeats they are involved in by hiding instead of using their weight where it is needed, during victories their hiding in the back means that the Team had to win the mid-game without their weight pushing the position thereby making all the damage they do during the latter part of the mid-game and then the end game clean up once the game has already been won a total irrelevance. So in Defeat they do 800 meaningless damage hiding in the back & in victory they do +600 of the 800 damage when it is again irrelevant because the match has already been won. They are the very definition of being Carried just as much as the terribad who does sub 200 damage hitting walls all game... both contribute to the victory an equal amount.
#172
Posted 02 June 2017 - 10:49 AM
Revis Volek, on 02 June 2017 - 10:27 AM, said:
Not if its clan LRMs.
#173
Posted 02 June 2017 - 10:53 AM
I_AM_ZUUL, on 02 June 2017 - 10:48 AM, said:
Anything cGauss/cERPPC requires being carried... being unable to & unwilling to push a position during the mid-game makes them responsible for the majority of defeats they are involved in by hiding instead of using their weight where it is needed, during victories their hiding in the back means that the Team had to win the mid-game without their weight pushing the position thereby making all the damage they do during the latter part of the mid-game and then the end game clean up once the game has already been won a total irrelevance. So in Defeat they do 800 meaningless damage hiding in the back & in victory they do +600 of the 800 damage when it is again irrelevant because the match has already been won. They are the very definition of being Carried just as much as the terribad who does sub 200 damage hitting walls all game... both contribute to the victory an equal amount.
#175
Posted 02 June 2017 - 10:55 AM
I_AM_ZUUL, on 02 June 2017 - 10:48 AM, said:
Anything cGauss/cERPPC requires being carried... being unable to & unwilling to push a position during the mid-game makes them responsible for the majority of defeats they are involved in by hiding instead of using their weight where it is needed, during victories their hiding in the back means that the Team had to win the mid-game without their weight pushing the position thereby making all the damage they do during the latter part of the mid-game and then the end game clean up once the game has already been won a total irrelevance. So in Defeat they do 800 meaningless damage hiding in the back & in victory they do +600 of the 800 damage when it is again irrelevant because the match has already been won. They are the very definition of being Carried just as much as the terribad who does sub 200 damage hitting walls all game... both contribute to the victory an equal amount.
You wouldnt be winning without the damage of that mech though. When you are pushing down the enemy easily its because they already had huge holes punched in their armor from you long range assault mech. And in all honesty, if you are winning without your long range support contributing, then you are just getting lucky that the other team sucks worse than you do.
#177
Posted 02 June 2017 - 10:59 AM
Revis Volek, on 02 June 2017 - 10:56 AM, said:
You beat me to it...
We need to go on twitter right now and tell Paul 2.0 that I_AM_ZUUL says Gauss/PPC mechs require carrying, which means the Kodiak needs to be unnerfed, and the Night Gyr and Mad IIc need immediate buffs
Edited by Vxheous Kerensky, 02 June 2017 - 10:59 AM.
#178
Posted 02 June 2017 - 11:02 AM
Revis Volek, on 02 June 2017 - 10:42 AM, said:
and thats pretty good honestly. For LRMS thats is.
30% with Artemis and lower without is NOT "good"... Those need to be up in the 40%, with a solid amount of misses being Intentional Misses that were fired for Psychological/Control purposes of keeping certain mechs in place to either allow him to be swarm or to prevent them from reinforcing someone who is being swarmed. You can hide behind a rock... cool story, until you realize that I am just pinning you in place for my teammates to get. It is the MWO version of a "Soft Check" in my mind... make you not want to move because of the consequences that would happen if you do while other of my pieces on the board are advancing the overallboard state to achieve Victory.
#179
Posted 02 June 2017 - 11:04 AM
I_AM_ZUUL, on 02 June 2017 - 11:02 AM, said:
30% with Artemis and lower without is NOT "good"... Those need to be up in the 40%, with a solid amount of misses being Intentional Misses that were fired for Psychological/Control purposes of keeping certain mechs in place to either allow him to be swarm or to prevent them from reinforcing someone who is being swarmed. You can hide behind a rock... cool story, until you realize that I am just pinning you in place for my teammates to get. It is the MWO version of a "Soft Check" in my mind... make you not want to move because of the consequences that would happen if you do while other of my pieces on the board are advancing the overallboard state to achieve Victory.
Do you know what pins mechs in place better? Gauss/PPC
#180
Posted 02 June 2017 - 11:06 AM
200 (hell even 1k+) damage spread all over the place on the other hand only shaves of some armor, usually not even the armor I want off the mech.
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