Jump to content

Proving Lrms Are Good, Again.



466 replies to this topic

#21 VitiateDiabolus

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 117 posts
  • LocationOntario, Canada

Posted 03 December 2017 - 12:32 PM

View PostNine-Ball, on 03 December 2017 - 12:28 PM, said:

LRMs like everthing else is situation-based.




Haha so in your world nothing in MWO is just plain bad? I guess you and me are playing different games.

#22 Nine-Ball

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • 657 posts

Posted 03 December 2017 - 12:35 PM

View PostVitiateDiabolus, on 03 December 2017 - 12:32 PM, said:



Haha so in your world nothing in MWO is just plain bad? I guess you and me are playing different games.


For a legendary founder you sure have terrible reading comprehension.

#23 Brain Cancer

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,851 posts

Posted 03 December 2017 - 12:39 PM

LRMs are a bad weapon because they're not given any real advantages, only a huge array of counters and nerfs because newbies die more often to a weapon that compensates for typical bad newbie aim than anything else.

Meanwhile, your average missile boater is sweating bullets just to successfully hit most targets twice in a row in skilled play, and the weapon system has a forced cap that puts it not only below direct fire, but so far below as to be as bad for good players as it is good for bad ones.

#24 Nine-Ball

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • 657 posts

Posted 03 December 2017 - 12:48 PM

View PostBrain Cancer, on 03 December 2017 - 12:39 PM, said:

LRMs are a bad weapon because they're not given any real advantages, only a huge array of counters and nerfs because newbies die more often to a weapon that compensates for typical bad newbie aim than anything else.

Meanwhile, your average missile boater is sweating bullets just to successfully hit most targets twice in a row in skilled play, and the weapon system has a forced cap that puts it not only below direct fire, but so far below as to be as bad for good players as it is good for bad ones.


Yes, they're so bad they force everybody to bring hard-counters on the oft chance they'll see them. What?

#25 Brain Cancer

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,851 posts

Posted 03 December 2017 - 01:05 PM

View PostNine-Ball, on 03 December 2017 - 12:48 PM, said:


Yes, they're so bad they force everybody to bring hard-counters on the oft chance they'll see them. What?


Force people to bring hard-counters?

Not really. People don't all mount AMS or ECM.

They use the readily available counters the map provides called "rocks", or "buildings". That is, on all but the rarest occasions, there isn't really much worrying about LRMs at the higher end of skill.

I mean heck, I've lived in a LRM boat for months of play. No ECM, no AMS, no radar dep simply because I knew how to get out of the rain.

99.9% of my deaths were to direct fire weaponry, not LRMs. I had some matches where I could soak so much LRM fire, I was running around without a scrap of armor outside my head, yet fully functional because that's how bad the missile spread was from lurmtaters firing their Artemis-free launchers of chainfire and splatter.

#26 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 03 December 2017 - 01:15 PM

I dont mount AMS except when im farming missiles with kitfox

and the reason I bring ECM is because of all the potatos that cant shoot you unless you have a red box around you

you also get good matchscore for hanging near an assault with ecm and shooting enemies and shooting down lots of missiles. thats how I get like 700+ matchscore in kitfox.

if I do that, I imagine thats what other people are doing too... they arnt taking ams and ecm to protect from missiles. theyre taking them to farm your missiles for cbills lol.

Quote

They use the readily available counters the map provides called "rocks", or "buildings". That is, on all but the rarest occasions, there isn't really much worrying about LRMs at the higher end of skill.


yep. and on that note we really need destructible terrain badly. rocks and buildings should not provide better armor than actual mech armor does. rocks and buildings should get destroyed like the walls in incursion.

Edited by Khobai, 03 December 2017 - 01:20 PM.


#27 Xavori

    Member

  • PipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 792 posts

Posted 03 December 2017 - 01:18 PM

First, y'all are lurmboat amateurs...

Behold my awesomesauce Tempest 2xLRM20 amazeballs match:
https://steamuserima...D79B01F77814A5/
https://steamuserima...57CC5E7E9232F7/

In less than 5 minutes (because it was escort and he walked right into what was left of the enemy deathball, I did over 1k damage and racked up 3 KMDD's. So obviously LRM's are the worst weapon to ever weapon a weapon in MWO.

Second, lurmboating is a really bad idea most of the time in solo queue because you can't count on having teammates that understand the R key stands for ®eally important, you are leaving yourself wide open to get bumrushed, even with Clan LRM's which have a ramp-up minimum range damage, and you are using one of the lowest damage/ton weapons out there.

But with all that said, LRM's can fill the same role as artillery does in the real-world military. It's long range, indirect fire, that can shape a battlespace. It forces your enemies to move under cover. It seriously penalizes pop-tarting because any obstacle low enough to be pop-tarted is low enough for LRM's to hit behind. It add a psychological effect (the true source of LRM hate) when a mech is getting hit over and over again and feels helpless to prevent.

So as part of a team, LRM's are amazing. You might get lucky in solo quue (like I did) and have teammates that lock targets or narc/tag for you, and you'll be an MVP. In team queue, tho, you don't have to count on luck. You can know your teammates will assist, and at the same time, your team won't go overboard on LRM's so as to not suffer the same problems as a team that LRM's inflict on the mech boating them.

You can also work a single LRM5 or LRM10 into a lot of build to good effect. It's useful to have a weapon that discourages your targets from moving, or that can track lights (there are a bunch of caveats with that one) as they run by. But always make sure you have 'real' weapons loaded up first.

#28 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 03 December 2017 - 02:09 PM

LRMs are amazing...

...for cutefox lurmfarmer

#29 Troa Barton

    Member

  • PipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 356 posts
  • Twitch: Link
  • LocationUS

Posted 03 December 2017 - 02:12 PM

I love my LRM boats, but if you guys think they are bad we should buff them >:D

#30 jaxjace

    Member

  • PipPipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 987 posts
  • LocationIn orbit around your world

Posted 03 December 2017 - 02:14 PM

Some things never change.

#31 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 03 December 2017 - 02:28 PM

I usually weigh in heavily on LRM threads, but after watching that clip I can only think "why bother?"

#32 Jay Leon Hart

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 4,669 posts

Posted 03 December 2017 - 02:41 PM

View PostAsym, on 03 December 2017 - 12:22 PM, said:

The brawling community convinced PGI that Solaris is where the real money is....

Yet all the brawling weapons were nerfed. Something doesn't add up...

#33 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 03 December 2017 - 02:44 PM

View PostJay Leon Hart, on 03 December 2017 - 02:41 PM, said:

Yet all the brawling weapons were nerfed. Something doesn't add up...


"To make solaris matches last longer"

...even though they won't actually last any longer.

#34 Bulletsponge0

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 2,947 posts

Posted 03 December 2017 - 02:57 PM

View PostMothermoy, on 03 December 2017 - 11:45 AM, said:

lurm haters gonna hate. If you can see the map like a chess board, and know where to be....lurms are devastating. They take away territory that the enemy can use. A good lurm player forces the enemy team to stay near cover, thereby eliminating vast stretches of territory they can use to pop tart, hillcrest and so on. A good lurm player will punish that out of position med-heavy-assault at times killing them. Lurms however are not made to 1 v 1 me bro kthanxbai......lol, they are a team based weapon. Lurms 4EVA

you should never be far from cover, period. LRMs or not....

#35 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 03 December 2017 - 02:57 PM

solaris would still be stupid even if brawling weapons werent nerfed.

1v1 just doesnt offer any kindve depth of play whatever. its just two mechs alphastriking eachother until one dies.

it literally does not get more boring than that.

8 player FFA is what solaris should have been.


assuming equal pilot skill a 1v1 is won most of the time in mechlab. if you have a better build youve already won before the match even starts.

but to win an 8 player FFA requires you to employ a lot of different skills. you cant just design a mech that poops out maximum alphas and doesnt care about heat. because overheating in an FFA will get you killed.


solaris matches shouldve been a 3 round matchset

first match would be 8 player FFA with the top 4 players going to the second match which would be 4 player FFA and the final match would be the top 2 players doing 1v1.

your rank would go up based on your placement in each matchset with the later matchsets being worth proportionally more

Edited by Khobai, 03 December 2017 - 03:25 PM.


#36 Jun Watarase

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,504 posts

Posted 03 December 2017 - 07:00 PM

Edit : http://webm.land/media/HEM5.webm

200+ LRMs to kill an assassin that kept standing still and was at about half hp, with TAG + artemis bonuses.

Edited by Jun Watarase, 03 December 2017 - 09:07 PM.


#37 chucklesMuch

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,424 posts
  • Google+: Link
  • LocationNew Zealand

Posted 03 December 2017 - 07:07 PM

Thanks for the LOLES... (various replies)

#38 OmniFail

    Member

  • PipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 438 posts

Posted 03 December 2017 - 07:07 PM

View PostBrain Cancer, on 03 December 2017 - 11:57 AM, said:

Seriously, if you want to say "LRMs are good", at least post good games with LRMs.

Posted Image

Orion IIC, LRM60 with Artemis and 2 ERMLs. It's called "be aggressive, actually get into effective range (read: 500m), and only use indirect when you can't find a clean shot otherwise".


No No No What you want to do is post games by pro lurm gods melting face on maps where they feel safe to scare them.
Posted Image
Don't go thinking I don't have games with bigger numbers because I do.

#39 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 03 December 2017 - 07:14 PM

AND IN THE BLUE CORNER




#40 OmniFail

    Member

  • PipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 438 posts

Posted 03 December 2017 - 08:28 PM

View PostKiiyor, on 03 December 2017 - 07:14 PM, said:

AND IN THE BLUE CORNER





I have been examining all my screen shots in my folder. The numbers do not look good for most of the direct fire crowd. I'm thinking most of you back shaving alpha strikers should maybe play lurms with your feet.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users