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Lrm Velocity Increase? Thoughts?


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#1 Andi Nagasia

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Posted 19 June 2017 - 07:58 AM

many including my self have many idea on how to buff LRMs,
but as so many of us have ideas, and so few agree, ;)

why not just increase LRM Velocity for the time being?
if LRMs had greater Velocity they would be more reliable across Tiers,
and in the end that what we all want, not an OP weapon system, just a reliable one,

so in this i ask you, how would you feel with LRMs getting a Velocity Buff?
(note Right now LRMs fly at 160m, with their arch it takes 8Secs to reach max range)

Thoughts, Comments, Concerns?
Thanks,

#2 ShadeofHades

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Posted 19 June 2017 - 10:18 AM

It certainly makes sense to me. A Locust should not be running nearly as fast as an explosive-tipped rocket engine flies...

And with the buffed range of AMS an increase to their velocity would make it less an impenetrable shield and more a mitigating factor.

#3 MrJeffers

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Posted 19 June 2017 - 10:31 AM

View PostShadeofHades, on 19 June 2017 - 10:18 AM, said:

It certainly makes sense to me. A Locust should not be running nearly as fast as an explosive-tipped rocket engine flies...




Um, they are not even close. LRM Missiles 160 m/s. Locust ~154 KPh. 154Kph = 2.56 K/m = .042 K/s = 42 m/s

#4 Jman5

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Posted 19 June 2017 - 10:36 AM

Well I think on a lot of IS mechs they can already be pretty quick. According to Smurfies there are something like 70 mechs with a Missile Velocity quirk. If you invest in the Velocity skills that brings missiles up from 160 to 192 m/s. The faster you make them, the harder you make it for AMS to do its job. If you start bumping up the base value, these numbers can get out of hand pretty quickly on the quirked/skilled mechs.

Edited by Jman5, 19 June 2017 - 10:38 AM.


#5 Ruar

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Posted 19 June 2017 - 10:40 AM

Band aid. I'd rather LRMs become unused and ignored so they can truly fix them. A velocity increase would just exaggerate the worse parts while doing nothing to fix the underlying problems.

#6 process

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Posted 19 June 2017 - 10:44 AM

I'd rather see an indirect velocity buff by lowering trajectory against targets in LOS.

#7 Andi Nagasia

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Posted 19 June 2017 - 11:04 AM

View PostJman5, on 19 June 2017 - 10:36 AM, said:

Well I think on a lot of IS mechs they can already be pretty quick. According to Smurfies there are something like 70 mechs with a Missile Velocity quirk. If you invest in the Velocity skills that brings missiles up from 160 to 192 m/s. The faster you make them, the harder you make it for AMS to do its job. If you start bumping up the base value, these numbers can get out of hand pretty quickly on the quirked/skilled mechs.

but considering that LRMs have the Slowest Velocity in MWO,
and that those Buffs alsoo apply to SRMs with their 400m/s Velocity, i dont see this becoming a problem,
the Missile warning gives players ample time to get to cover, and with the AMS buff LRMs are hurt as well,

in Tests with McGral(he has she full Write up on this)
i believe the tests showed that 3AMS + Overloadx2 can shoot down 22SRMs,
when attacking a 3AMS + Overloadx2 KFX getting shot at by SRMs Fired at max range,
(1AMS + Ox2 does 6dam/s) thats 3ish SRMs & 6ish LRMs a Second getting shot down by 1AMS)

all increasing the Velocity would do is increase LRMs reliability(giving them a greater chance to hit)
if they become too strong increase their cooldown, to bring them into more inline with balance,

Personally i would rather see an LRM20 go 400m/s and have a 10 second cooldown,
then to see them have half that in cooldown, but have most of their missiles miss,
(in this case Cooldown and GH will Balance LRMs)

#8 Brain Cancer

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Posted 19 June 2017 - 11:05 AM

200 for indirect fire, 240 for direct fire [REDACTED]

Edited by Ibrandul Mike, 26 June 2017 - 06:09 PM.
Possible insult removed.


#9 Palfatreos

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Posted 19 June 2017 - 11:19 AM

who need velo if you have this.

On serious note you can buff it if you want if you force them to have LoS on locking mech then atleast the majority of the lurmer has to share armor instead waiting in a trench 750m away from the team waiting.

#10 Andi Nagasia

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Posted 19 June 2017 - 11:24 AM

View PostPalfatreos, on 19 June 2017 - 11:19 AM, said:

On serious note you can buff it if you want if you force them to have LoS on locking mech then atleast the majority of the lurmer has to share armor instead waiting in a trench 750m away from the team waiting.

perhaps but the main point is to make LRMs a more reliable weapon system(Hence Velocity),
increasing Velocity will increase its reliability as a weapon system, cooldown can balance that after,

#11 Big Tin Man

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Posted 19 June 2017 - 11:24 AM

I haven't paid attention because I haven't run a lrm mech in ages. Does the velocity items in the skill tree buff LRM speed, or just ppc/ballistics?

If it buffed missile speed, there you go.

#12 Burke IV

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Posted 19 June 2017 - 11:30 AM

Velocity and a touch more hp per missile ought to do the trick :)

#13 Deathlike

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Posted 19 June 2017 - 11:47 AM

LRMs need to be changed fundamentally and mechanically before I would even consider this bandaid.

I've seen too much famine and lots of derp related to the weapon system (both people not shooting down enemy UAVs to watching people keep launching LRMs into obvious immediate terrain obstacles in front of them).

#14 Mystere

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Posted 19 June 2017 - 11:59 AM

View PostPalfatreos, on 19 June 2017 - 11:19 AM, said:

On serious note you can buff it if you want if you force them to have LoS on locking mech then atleast the majority of the lurmer has to share armor instead waiting in a trench 750m away from the team waiting.


Do you know what? Whenever someone says "share armor", I get visions of this:

Posted Image

#15 Composite Armour

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Posted 19 June 2017 - 12:07 PM

I'd rather see them fire at a much steeper angle, coming down on the target straight from above. Turn them into cover busters.

Remove cover as a counter for lrms. You should either be forced to break target lock or have a good AMS screen. The weapon needs big changes.

#16 MrJeffers

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Posted 19 June 2017 - 12:18 PM

View PostComposite Armour, on 19 June 2017 - 12:07 PM, said:

I'd rather see them fire at a much steeper angle, coming down on the target straight from above. Turn them into cover busters.




They used to do that, I believe it was the first LRMAgeddon where many mechs died from LRM head shots.

#17 Brain Cancer

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Posted 19 June 2017 - 12:23 PM

Quote

If it buffed missile speed, there you go.


10% velocity buff on a LRM is a whopping, incredible, BLISTERING 16 velocity boost.

Sixteen. You could literally give LRMs a 50% velocity buff and they'd still be slower than Streaks. That's how slow they are, and the lower the base number, the less any % buff actually does much.

#18 Brain Cancer

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Posted 19 June 2017 - 12:31 PM

And yeah, a steeper angle of attack isn't happening, because at that point they tend to drill people in the cockpit/back armor. The latter while still in the front.

A flatter arc while direct-firing and 240 velocity, 200 velocity for indirect fire, and straight-shooting for no lock shots so a tunnel roof isn't automatically an LRM-disable. This would put velocity buffed LRMs at 264/220. Direct fire, marginally faster than a Clan Streak, IDF mode a bit slower.

#19 Felicitatem Parco

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Posted 19 June 2017 - 12:32 PM

Progressive acceleration.

That is the answer.

Velocity that increases with distance traveled so the flight time to distant targets is not much longer than that to a medium target. LRMs work best at medium range because of travel time, so normalize travel time with continually accelerating missiles.

#20 Brain Cancer

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Posted 19 June 2017 - 12:37 PM

Quote

Progressive acceleration.


If I thought PGI could manage it, sure. This is the team that can't switch ammo, I'm seriously concerned about them being able to swap velocity.





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