

What To Do About Lurmageddon
#21
Posted 30 October 2017 - 01:08 PM
#22
Posted 30 October 2017 - 01:47 PM
LRMs are not fun to fight. A lance made of LRMboats is cancer for both sides: It's opressive to the enemy side and it's useless in CQC for the teammates. They're a funny thing in game experience actually.
If they're good they take the little fun there is in MWO, since they're paired with the laser sniping. If they get counters then everyone boats a counter for them, because they're annoying and suck, and make the team stop to a halt for 5 minutes until the missiles are spent and THEN you can push towards their depleted boats. If they suck there's a good bunch of mechs that would be forgotten and outclassed instantly. So what can you do with LRMs to make them work?
If you're hypotethically doing a LRMboat drop you should really have light spotter to secure those LRMs hitting the target. The why is because it forces teamplay and a counter too; to kill the spotter and make thier lives worse. Most LRM users do not even bother with the light spotter in the team, and when they can't hit stuff they whine. "Too many counters" "AMS and cloaks".
Well, the alternative is to have good LRMs and see them all matches and Polar Highlands only; matches comprised of entirely of missile chugging and waiting. It already ******* sucks and it's far too common already as a game experience. Easily the worst thing in the MWO experience, along with the Laserboating pinpoint instant popping alphas in the horizon by clanspam.
On the other side and in the LRM defense, the game should have always been 8v8 because 12v12 makes it much more easy to clump with buttbuddies and spam LRMs, the same with lasers, which makes everything look overpowered when stacked. In fact it makes sense to stack such systems, since 12 enemies are a real crowd, but so are you, and deleting at the very safest distance and method makes the most sense. This has guaranteed excessive LRM nerfing and wonder how would a 8v8 LRMboat perform.
Edited by Cizjut, 30 October 2017 - 01:48 PM.
#23
Posted 30 October 2017 - 02:44 PM

#24
Posted 30 October 2017 - 03:20 PM
#25
Posted 30 October 2017 - 03:25 PM
nUUUUU, on 30 October 2017 - 09:48 AM, said:
Next time check the stats of the streamers. Most of them are just "fun" streamers and are pretty bad at the game. And I mean barely break even or negative bad.
#26
Posted 30 October 2017 - 05:48 PM
Strikes to me are like magic buttons people use to pad their damage #s and the only reason I finally uninstalled mwo after years of play
#27
Posted 30 October 2017 - 06:03 PM
Paigan, on 30 October 2017 - 10:17 AM, said:
Outranging LRMs or using cover is just more efficient.
But since LAMS, you can equip AMS that needs just a single slot, can't run out of ammo and doesn't add explodable stuff to my beloved ammoless builds. If every Mech had LAMS equipped, LRMs would be completely and indefinitely nullified independant of range or terrain. That would be really something.

Wait ... that means ... you had scouting enemies sporting LRM boats?

You have to be very careful about LAMS. I've got an alt that runs a SupportFox with 2 LAMS units and I have to watch the heat bar like a hawk to toggle them, because under very heavy LRM rain (because some fool stood out in the open and didn't spec for Radar Dep...), those LAMS can overheat you in about two seconds. I wouldn't ever equip the third LAMS even if I could spare the tonnage because they're heat-limited as it is.
Then again, I've had rounds where I shot down almost 1,000 missiles, so.
#29
Posted 30 October 2017 - 06:36 PM
Why the hell aren't these buffed? I mean yes its easy to club seals with a coordinated 3 man /w decent LRM / NARC / TAG but WTF!?
Also WHY did they nerf the cone... now its harder to sling ATMs around cover... oh, never mind, typing that out now I guess answers my own damn question.
#30
Posted 30 October 2017 - 06:40 PM
Edited by Catten Hart, 30 October 2017 - 06:40 PM.
#31
Posted 30 October 2017 - 07:04 PM
Cizjut, on 30 October 2017 - 01:47 PM, said:
LRMs are not fun to fight. A lance made of LRMboats is cancer for both sides: It's opressive to the enemy side and it's useless in CQC for the teammates. They're a funny thing in game experience actually.
If they're good they take the little fun there is in MWO, since they're paired with the laser sniping. If they get counters then everyone boats a counter for them, because they're annoying and suck, and make the team stop to a halt for 5 minutes until the missiles are spent and THEN you can push towards their depleted boats. If they suck there's a good bunch of mechs that would be forgotten and outclassed instantly. So what can you do with LRMs to make them work?
If you're hypotethically doing a LRMboat drop you should really have light spotter to secure those LRMs hitting the target. The why is because it forces teamplay and a counter too; to kill the spotter and make thier lives worse. Most LRM users do not even bother with the light spotter in the team, and when they can't hit stuff they whine. "Too many counters" "AMS and cloaks".
Well, the alternative is to have good LRMs and see them all matches and Polar Highlands only; matches comprised of entirely of missile chugging and waiting. It already ******* sucks and it's far too common already as a game experience. Easily the worst thing in the MWO experience, along with the Laserboating pinpoint instant popping alphas in the horizon by clanspam.
On the other side and in the LRM defense, the game should have always been 8v8 because 12v12 makes it much more easy to clump with buttbuddies and spam LRMs, the same with lasers, which makes everything look overpowered when stacked. In fact it makes sense to stack such systems, since 12 enemies are a real crowd, but so are you, and deleting at the very safest distance and method makes the most sense. This has guaranteed excessive LRM nerfing and wonder how would a 8v8 LRMboat perform.
A lance of LRM boats that can push are one thing,and it's clear you haven't fought them. Back when my clan was active,I did exactly that. We ran 2 Clam boats,2 IS boats(My Maddog,the other direwhale that i forget the name,a catapult and a mauler) and we were often doing most damage,because not only were we pushing back with our LRM 100s(they were running 15s and 20s, I was running 5s and 10s) we got our own locks with UAVs or simply pushing into them, and were holding two lances back at a time. They couldn't push us because all we'd do is simply swap to our other weapons.
Funny enough after those matches, we were often the highest scoring lance for damage and kills. Sure wish i was able to salvage those old screenshots before my PC died.
Had they had AMS,Jesus Box,LRMs,or simply pushed us all at once,we would have had a much harder time. But they never did,they simply sat back,tried to snipe us as we pushed over the hills and got into their faces. As long as we stayed 200m away,we were all doing a boatload of damage.
A lance with comms is OP. Better nerf that.
But hey,what do I know,AMS is only 1 ton,LAMS is 1.5. But need those heatsinks and extra weapons to get that 80pt alpha. ECM is an extra 1.5-3 tons I believe. And terrain is OP.
Edited by Dr Hobo, 30 October 2017 - 07:06 PM.
#32
Posted 30 October 2017 - 07:24 PM
nUUUUU, on 30 October 2017 - 09:48 AM, said:
Just saying, forget skill. Indirect fire anti tank missiles are already a thing as are countermeasures.
The latter point is true for mechwarrior too, believe it or not.
Most mechs have a nice weapon slot for a rarely used device.
It goes by the name of AMS.
Now. I do realize that not everyone carries one. But thats the point. Few mechs can carry more than one. And the few that can, when they boat them, can be very effective.
So. Assuming there are 12 mechs and more than a few of them can carry an AMS. Forget the fact that LRMS can be dodged fairly well. A good bunch of mechs sporting AMS could easily mean that LRMS do didley squat.
Just saying. start carrying one. It may be easier said than done for those with slottage issues, but imagine a world where we are free of evil lurmers.
A wee price to be paid for paradise
https://youtu.be/oyvtj9LdU14
#33
Posted 30 October 2017 - 09:00 PM
Unless of course the LRMs get a rework, like what i suggested To increase the skill-floor, the LRMs could get out of the trench PGI put it in.
#36
Posted 30 October 2017 - 09:58 PM
The Cyberserker, on 30 October 2017 - 09:17 PM, said:
My locust got killed by them while going 165 today.
November11th, on 30 October 2017 - 09:51 PM, said:
You can't always outrun them, especially if you're being TAG'd. I've got an alt that runs an ALRM40+TAG build and it murders lights pretty handily if they're exposed.
#37
Posted 30 October 2017 - 10:07 PM
The Cyberserker, on 30 October 2017 - 09:17 PM, said:
That's because LRMs move at 160 meters per second, which translates to 576 kph.
It's physically impossible to outrun that. The missiles can be out-manuevered perhaps, causing them to slam into the dirt, but that is very different from literally outrunning something moving at 576 kph.
#38
Posted 30 October 2017 - 11:09 PM
Trissila, on 30 October 2017 - 09:58 PM, said:
You can't always outrun them, especially if you're being TAG'd. I've got an alt that runs an ALRM40+TAG build and it murders lights pretty handily if they're exposed.
My favorite mechs run ALRM 40/60/80. The only time I've killed a locust while in full sprint was when he was running a straight line, wayy too close or simply standing still. My MCII-4 has an 80 point LRM alpha. One salvo kills all light mechs fairly instantly and or thin armored mediums. Its great fun actually, but I just think a locust getting killed with LRMs is hilarious.
I own a stealthy pirates bane, never been killed by LRMS. xD.
#39
Posted 31 October 2017 - 12:21 AM
El Bandito, on 30 October 2017 - 06:05 PM, said:
And learn how to maximize AMS!
It looks simple on the surface and basic AMS use is as simple as load it up and walk around.
Advanced AMS use,learning to optimize an AMS "boat" is a bit more nuanced.
The thing is AMS has a range of engagement that exstends in all direction from the origin point of the AMS (the mech loading the AMS). If I recall the AMS range is 240m.
But this is a "bubble" of 240m in all directions. Oddly enough this means AMS is less effective for you being a target of LRMs than a target that is 300m behind you.
The reason is the AMS will fire on missiles that traverse the full distance of the bubble (480m total AMS exposure) as they pass over and past your AMS to attack a distant target.
So if you are piloting one of those triple AMS Kitfoxes You want to be standing at least 240m in front of a target being Lurmed to maximize your AMS fire duration.
#40
Posted 31 October 2017 - 12:26 AM
Trissila, on 30 October 2017 - 06:03 PM, said:
You have to be very careful about LAMS. I've got an alt that runs a SupportFox with 2 LAMS units and I have to watch the heat bar like a hawk to toggle them, because under very heavy LRM rain (because some fool stood out in the open and didn't spec for Radar Dep...), those LAMS can overheat you in about two seconds. I wouldn't ever equip the third LAMS even if I could spare the tonnage because they're heat-limited as it is.
Then again, I've had rounds where I shot down almost 1,000 missiles, so.
I did that on the first day when the new Tech was out.
Was quite funny :-D.
But on a laser vomit assault with maxed out heat sinking, the LAMS is barely noticeable.
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