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Making Lrms Better


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#61 JadeTea

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Posted 12 September 2017 - 12:22 AM

View PostValhallan, on 11 September 2017 - 11:33 PM, said:

Indirect fire should be a thing so that the scout role can be a thing, right now with the direct fire poke fest that role ends the moment you see the death ball. Thats why noone bothers with scouting and all lights mount flanking weapons instead of trying for scout capability. In addition the scout maneuvering + the ability to fire at long arcs helps break up the boring deathballs because it means you don't necessarily have to bunch up like sardines in a can. Since you can still help each other even if they are separated by canyons/hills. Of course artillery would do it better, and before someone says "op" based on WOT/IRL artillery check again, the artillery pieces available in BT are FAR weaker than the DF equivalent, even LRMS are better. Literally if you lose to an arty mech, it is because you let yourself get pounded into ash. AOE dmg is the only saving grace that can make it at least match LRM's.

No way to respond? that is a flat out lie, disregarding the hard counters that can be built into mechs AMS/ECM, if they can launch missiles at you it is because someone with LOS is locking you, that someone is what you respond to. If noone is looking at you they can't launch missiles. Getting bombarded because someone is locking you from beyond your range is no different from a ERL boat lazing you from out of your range.

LRMpocalypse was due to LRM's doing splash damage, meaning they dealt way more damage than normal and easily drilled through mechs.

Exactly. Direct fire gangbang fests turned lights into a MGBoats, and people are mad about it, they mad they bring salt, salt brings unnecessery nerfs which boil situation over. That's why I said: - Instead of "changing" LURMs bring us an Arrow-IV.
That's why I actually agree with the thread agains GH, but only in ballistic weapons. That's why we need larger amount of players at the field up to 16vs16 or more. Which brings more counter to "artillery builds" and more role output.

Sorry, The6th but that's why I not agree with you. And litteraly nerfing LRM's not gonna stop turning a QP into another DEATHBALL.

- With all the bright ideas liyed path to the hell. (c) Me, on WoT/WoWS alpha test.

Edited by JadeTea, 12 September 2017 - 12:26 AM.


#62 XDevilsChariotX

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Posted 12 September 2017 - 12:38 AM

Well, In my opinion LRM's don't need to be buffed or nerfed. I think they are in a good place. I'm really not a fan of LRM's as I think there easy mode. However, I do own one lurm boat, the SuperNova A with 4 c-lrm 15's and 4 MPL and I feel so dirty every time I use it. The salt in chat when I do use it is funny. Think I've been called just about every name in the book.

https://imgur.com/35KTiIV

#63 Sjorpha

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Posted 12 September 2017 - 07:04 PM

View PostThe6thMessenger, on 11 September 2017 - 06:26 PM, said:

That part removes the spamability, where one can just compensate for skill with increasing the volume of fire.


I understand your idea, but i don't agree they are too "spammable" or that it "compensates for skill".

IMO there's nothing wrong with having some weapons with a low skill threshold, I also don't see anything wrong with having pure LRM boats other than the fact that LRM boating is currently too weak.

They need a rapid and high volume of fire to work as suppression weapon to keep people's heads down and control areas, you don't seem to think they should have that role but i think it's a good role.

IMO the only thing wrong with LRMs is that they are too weak, all they need is a bit stronger stats all around.

Edited by Sjorpha, 12 September 2017 - 07:08 PM.


#64 The6thMessenger

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Posted 12 September 2017 - 08:44 PM

View PostSjorpha, on 12 September 2017 - 07:04 PM, said:


I understand your idea, but i don't agree they are too "spammable" or that it "compensates for skill".

IMO there's nothing wrong with having some weapons with a low skill threshold, I also don't see anything wrong with having pure LRM boats other than the fact that LRM boating is currently too weak.

They need a rapid and high volume of fire to work as suppression weapon to keep people's heads down and control areas, you don't seem to think they should have that role but i think it's a good role.

IMO the only thing wrong with LRMs is that they are too weak, all they need is a bit stronger stats all around.


I don't mind "low-skill" weapon either, but they way they contribute isn't exactly optimal, even too annoying to do so. "Low-Skill" should also be too low that it prevents meaningful contribution to the team.

#65 Moira

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Posted 13 September 2017 - 02:39 AM

Okies lads since we are talking about one of my favorite weapons I think I have to leave some comments.

I personally dont see any need to buff/nerf damage/cycle speed even thou that might worth to try at PTS.. since has some merit, but this wouldnt affect few mech that have 6+ lauchers like our dear 9 tube Archer(hell its one of my favorite IS mechs).

But missile speed is current kink in the system, I would love some tweaking on that. And like others have mentioned LRMs clan or IS can be devastating if used right, but that needs quite alot teamwork and personal skill.. like face tanking/armor sharing when needed.

If one is running alot LRM's and doesnt have beagle and TAG those LRMs are pretty much just waste, ofcourse some mechs cant even have TAG, but those mechs Quirks and TA-comp/beagle helps alot. I have used missiles primarily since beta and seen all the lurmagettons and so worth. It is a fine line to dance around with guided weapons since they easily can turn into depressive weapons to fight against. But there is always been multiple ways to get away from them cover/ams/ecm/radar derp and one has to remember that those back line missile boats do need someone to see the target so it isnt as bad many ppls think of.

And not to forget there are ppls here that are hardcore fans of the "Mech games" and are disabled. I know few war vets and so, that arent able to play fast paced games and MWO is their choice then due you can be a support styled player and have fun with others.

- Moira from [LURM]

#66 LordNothing

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Posted 13 September 2017 - 03:41 AM

i think pgi has lerms slotted as kind of an entry level weapon that noobs will find effective, but will eventually plateau as the players gain skill. when the player has gained sufficient skill, either they simply change over to more effective weapons or get defeated by their peers who have already done so. essentially you get to the point where the lerms hold you back.

what lerms should be is a teamwork++ weapon. it should be a weapon that is weak outside of element but when used properly should be extremely powerful. directly supported fire should extremely powerful. but when used as by a noob should be the worst weapon in the game. i think that was the intent for lerms in other mechwarrior games, not to be an entry level weapon for new players, but to be the pinnacle of weapons technology in the inner sphere. thats the reasoning behind all the counters.

if you ran lerms in living legends you find yourself useless without coordination, and with coordination one salvo kills become possible. it also helps that support equipment like tag and narc are much more powerful there, rather than to slightly decrease lock time. tag becomes 'missiles go here now' rather than being a lock time decreaser. narc also does not require lock and you just launch your missiles in the general direction of the indicator on the radar. this might seem op, but then theres even more counters, people running passive radar, ecm is somewhat more useful and comes in more flavors, and lack of free target sharing (c3 network required). when you get your own locks, you have to run active and thus light yourself up on radar and take damage from the other team's boats. so pugging lerm boats means you are either cannon fodder or locked in a power play against the other team's boats. with coordination you become king of the battlefield. this is what lerms should be imho.

#67 The6thMessenger

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Posted 09 October 2017 - 06:26 PM

What will happen if TAG became "Laser-Guidance" that briefly interferes with the guidance system of LRMs? That means you have the limited ability to steer LRMs.

#68 LordNothing

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Posted 09 October 2017 - 06:36 PM

View PostThe6thMessenger, on 09 October 2017 - 06:26 PM, said:

What will happen if TAG became "Laser-Guidance" that briefly interferes with the guidance system of LRMs? That means you have the limited ability to steer LRMs.


it would help make tag less useless. dont think it would have much impact on missiles. maybe if tag and narc could modulate spread somewhat. more data == better lock == tighter spread == deadlier missiles. or if they could be used to sub-target components.

Edited by LordNothing, 09 October 2017 - 06:43 PM.


#69 InvictusLee

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Posted 09 October 2017 - 07:12 PM

View PostTrissila, on 11 September 2017 - 09:45 AM, said:

I almost never take LRM hits unless I get bored and push FAR more aggressively than I should. I get lots of missiles fired at me, but very few actual hits.

I dont mean any disrespect when I say this;
Can I use you for target practice?
I feel like you could put up an excellent fight as a mouse in a cat and mouse game.
The experience would be awesome :D

#70 The6thMessenger

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Posted 09 October 2017 - 07:30 PM

View PostLordNothing, on 09 October 2017 - 06:36 PM, said:


it would help make tag less useless. dont think it would have much impact on missiles. maybe if tag and narc could modulate spread somewhat. more data == better lock == tighter spread == deadlier missiles. or if they could be used to sub-target components.


It only works with YOUR missiles, and will still home on your targetted mech so long as the TAG beam is on a mech than terrain/wall. It still provides bonus, but it has functions outside of beaming on mechs.

Edited by The6thMessenger, 09 October 2017 - 07:33 PM.


#71 Kroete

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Posted 10 October 2017 - 02:47 AM

Tie missile warning to a working ams
and give them 10-20% more velocity (because more ams used then)
and lrms would be good.

#72 The6thMessenger

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Posted 10 October 2017 - 03:11 AM

View PostKroete, on 10 October 2017 - 02:47 AM, said:

Tie missile warning to a working ams
and give them 10-20% more velocity (because more ams used then)
and lrms would be good.


... that's just making them worse.





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