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Lrms Are Balanced To The Skill Level Of T4-5 Players: But They Don't Take Into Account Zero-Skill Counters?


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#321 Metus regem

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Posted 20 February 2018 - 03:29 PM

View PostOmniFail, on 20 February 2018 - 03:10 PM, said:


It is futuristic combat indirect fire is a very real mechanic and has been since 400 BC. If you can't handle the concept of hard counters and breaking line of sight maybe MWO is not the game for you.

You do not send destroyers to sink a carrier group. You collect intelligence and then you send missiles.

Second two soldiers on a battlefield are not sharing armor. They are trying not to get shot. They can however move together and focus fire.



FTFY


Catapults were the first IDF weapon system...

Spoiler


#322 Khobai

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Posted 20 February 2018 - 03:50 PM

catapults are for noobs. launching corpses over walls requires no skills.

ballistas and siege towers require more skill. catapults should be banned from medieval warfare.

only direct fire ballistas and siege tower poptarting should be allowed.

#323 Roughneck45

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Posted 20 February 2018 - 03:56 PM

Random thought, no idea where the discussion is at the moment, but what if LRMs had TAG function built in? A bit more incentive to keep on target? Could stack with an equipped TAG too.

#324 YueFei

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Posted 20 February 2018 - 04:01 PM

View PostOmniFail, on 20 February 2018 - 03:10 PM, said:

It is futuristic combat indirect fire is a very real mechanic and has been since WWII. If you can't handle the concept of hard counters and breaking line of sight maybe MWO is not the game for you.


If this was futuristic combat in a plausible sense, we wouldn't be using mechs at all, since the whole concept is silly.

As silly as the Bolo-verse was with its enormous AI-controlled tanks, that is a much more plausible concept than mechs.

So that line of argument is moot and irrelevant to what mechanics we should have in a video game about a silly implausible setting. Make IDF mode powerful enough and it overrides all other modes of fighting.

Obviously it's not binary, it's in degrees and shades, so it's not that having any form of IDF necessarily breaks the game. The trick is how to balance IDF so that it is useful while not being the sole dominating tactic (as was the case in LRMageddon, with 90 degree angle drops and splash damage on top of it. Anyone else remember getting killed by head-shot from LRMs?).

Quote

You do not send destroyers to sink a carrier group. You collect intelligence and then you send missiles.


Or you sneak a sub past the ASW screens and sink it with direct fire (torpedo).

Quote

Second two soldiers on a battlefield are not sharing armor. They are trying not to get shot. They can however move together and focusing fire.


Infantrymen very much do "share armor", as in they share the risks of getting shot. Packet movement relies on having multiple guys actually taking turns moving. It's not about having 1 dude take all the chances of bounding up. If he's the only one, he'll get plucked by incoming the moment he tries to pop up and move again.

The goal of not being hit is served best by presenting multiple targets, fleeting as it may be, and spread out over a wider area to force the enemy to adjust aim over wider angles.

Edited by YueFei, 20 February 2018 - 04:02 PM.


#325 Windscape

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Posted 20 February 2018 - 04:28 PM

I like the idea of the missles following real physics.

For now though. I think there should be more missle spread, to help counteract the ablity to fire from cover. Direct fire requires you to see the enemy, thus justifying this decision. (i do think PPC velocity should be reduced a little bit for clans, but i think people would disagree with me)

Also, dumb fired missles could have less spread.

#326 Mystere

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Posted 20 February 2018 - 04:40 PM

View PostYueFei, on 20 February 2018 - 04:01 PM, said:

If this was futuristic combat in a plausible sense, we wouldn't be using mechs at all, since the whole concept is silly.


Given we are playing Mechwarrior, there is nothing we can do about that. However, that does not mean we cannot insert doses of reality everywhere else -- otherwise I'll be asking for witches and sorcerers. <shrugs>

For example, TAG is in the infra-red spectrum and thus needs to be invisible to the naked eye but subject to atmospheric scattering and attenuation.


View PostYueFei, on 20 February 2018 - 04:01 PM, said:

Or you sneak a sub past the ASW screens and sink it with direct fire (torpedo).


Why even go only after the carrier? Just nuke the whole task force and be done with it. Posted Image

#327 MischiefSC

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Posted 20 February 2018 - 05:21 PM

View PostOmniFail, on 20 February 2018 - 03:10 PM, said:


It is futuristic combat indirect fire is a very real mechanic and has been since WWII. If you can't handle the concept of hard counters and breaking line of sight maybe MWO is not the game for you.

You do not send destroyers to sink a carrier group. You collect intelligence and then you send missiles.

Second two soldiers on a battlefield are not sharing armor. They are trying not to get shot. They can however move together and focus fire.


Please let me know when the heat level in your mech actually impacts you, the player. Or when you have to pay for the ammo you expend or if 99.998% of all game time is spent polishing stuff and going through the regulation jerks every morning.

This is a big stompy robbit shooty game. It's a 12 v 12 First Person Shooter game based (loosely but reasonably well) on an 80s tabletop turn based strategy game.

In the future you wouldn't be in the mech - it would be remote controlled. It also wouldn't be a giant human shaped robot, and it would get obliterated by orbital weapons the moment it left a bunker. There's an endless number of things to go over why trying to say 'but IRL' is one of the single least relevant arguments to make about game balance.

This is 10x as relevant when comparing modern infantry to the game mechanics of MWO. This is a computer game. It's designed a specific way. It's a competitive game it's its two teams of 12, sometimes with objectives. Mechs have point values of armor and their weapons do set ranges of damage.

When you make these arguments are you intentionally being dishonest or do you really, truly and genuinely not understand that this particular game is not realistic and that instead operates under a specific set of game mechanics that make things like weapon balance in a FPS in a 12 v 12 environment and the relevance of total damage expended vs received and how that damage is spread to avoid casualty cluster steamrolls relevant?

#328 OmniFail

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Posted 20 February 2018 - 05:47 PM

View PostYueFei, on 20 February 2018 - 04:01 PM, said:


If this was futuristic combat in a plausible sense, we wouldn't be using mechs at all, since the whole concept is silly.

As silly as the Bolo-verse was with its enormous AI-controlled tanks, that is a much more plausible concept than mechs.

So that line of argument is moot and irrelevant to what mechanics we should have in a video game about a silly implausible setting. Make IDF mode powerful enough and it overrides all other modes of fighting.

Obviously it's not binary, it's in degrees and shades, so it's not that having any form of IDF necessarily breaks the game. The trick is how to balance IDF so that it is useful while not being the sole dominating tactic (as was the case in LRMageddon, with 90 degree angle drops and splash damage on top of it. Anyone else remember getting killed by head-shot from LRMs?).



Or you sneak a sub past the ASW screens and sink it with direct fire (torpedo).



Infantrymen very much do "share armor", as in they share the risks of getting shot. Packet movement relies on having multiple guys actually taking turns moving. It's not about having 1 dude take all the chances of bounding up. If he's the only one, he'll get plucked by incoming the moment he tries to pop up and move again.

The goal of not being hit is served best by presenting multiple targets, fleeting as it may be, and spread out over a wider area to force the enemy to adjust aim over wider angles.


Modern torpedoes are more like underwater cruise missiles. They are now IDF. But most subs are now underwater missile launchers. Why use a torpedo when you can use a cruise missile from 1000 clicks out with your satellite GPS lock.

On the concept of presenting multiple targets. A good team will call targets based on threat level. I am not saying that the team should not move as a group. After all having your buddies help you focus targets down gives a higher chance of success. But the idea that the team is sharing armor is a fallacy. If the reds are skilled they are gonna call "**** X target" and the only way your gonna share armor is if your standing close enough to put yourself between your teammate and the near instantaneous direct fire alpha strikes.

Now we are getting off topic.

I have not seen one suggestion that really fixes LRMs in this tread that makes sense. Many of them are even based in the bias mentality of IDF is a ***** tactic. I don't really think it matters what we think at this point because PGI has taken a stance of bias because the whining of noobs that have the IDF is a ***** tactic mentality because with their self proclaimed skills are not really smart enough to carry no skill, haxxors shooting though walls Jesus boxes counters or using skilled counters of breaking line of sight and cover.

So while I am not going to suggest fixes at this time because most of the ones I have explored are always somewhat flawed. But I am gonna discuss what is wrong based on my 7,000,000+ LRMs luanched experiance.

I also want to mention that even I believe that LRM's should not match direct fire weapons. But they are seriously under powered.

First ECM and Radar Derp are perfectly balanced. So we don't need to really think about them at this time.

This leaves a complex binary problem with LRMs.

The spread on LRM5's and LRM10's is nice and feels like it has the right balance for effectiveness. Unfortunately at the smaller tube counts like LRM5's and LRM10's AMS is a Jesus Box. This is especially true of the Clan LRM's because of their streaming nature. You really need to launch like 30 missiles to have any effect on an enemy mech with minimal AMS cover. The recent buffs to the heat in LRM5's and the ghost heat when firing more than two only allows it to fire in groups of ten at a time. Any more and the heat is especially punishing. This is why LRM5's are pretty much extinct. LRM10s on the other hand are limited to two at a time and to reach the thirty tube count have to eat some ghost heat and are now mostly useless.

With the larger launchers the tube counts are nice and decently balanced against the "current" normal amounts of AMS. Unfortunately the spread is to large and has become quite ineffective at causing any significant damage in a reasonable amount of time to any components. It just spreads the damage to much.

It's not the velocity, damage or cool down. All these things are fine.

The small launchers are useless because of heat and ghost heat penalties that they face to field enough tubes at once vs. AMS
The large launchers are rendered ineffective because of their spread.
Furthermore for those DF only crowd remember that PGI nerfed Artemis because put two much damage on one component. So much for the incentive to get your own locks with this tonnage tax which only equated over time to about a two percent accuracy increase.

According to the recent pod cast all these thing have been done by design to protect the noobs from killing each other. While the skilled "LRMs and IDF are ****" leet players put out a proposed community patch that suggest heat buffs across all launchers.

Tis foolishness and bias towards one of the game mechanics that separates MWO form COD style games.

Edited by OmniFail, 20 February 2018 - 06:08 PM.


#329 Wil McCullough

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Posted 20 February 2018 - 06:04 PM

This "skill" argument is so oversimplified.

Every weapon has two different skill attributes: a skill floor and a skill ceiling.

A skill floor is the ease of which the weapon can be used by an unskilful player. A skill ceiling is how well an extremely skilful player can make it shine. Take for instance lasers.

Lasers are hitscan, pinpoint but require good tracking and heat management. They have an average skill floor. They also have an average skill ceiling. A good shot can take apart mechs easily, but they're still hampered by beam duration. Laser damage is spreadable.

Now ballistics (other than machine guns and gauss) require lead time and have finite ammo. High skill ceiling. They're also pinpoint, deal good damage and have lower heat than lasers. A good player with ballistics can tear apart an enemy team but it requires good aim and good ammo management to get efficient kills. High skill ceiling.

Srms have a low skill floor and low skill ceiling. And that's the nature of the weapon. If you can get into brawl range (which has no relation to the weapon, since all weapons require good positioning to utilize most effectively), srms SHINE because they give huge burst damage, snapshot damage and efficient cooling. They're easy to use and easy to use effectively in optimal range.

Now lrms also have a low skill floor and low skill ceiling. Juju had a 2 kill, 700 damage game playing lrms while aiming with his foot. That's about as a low a skill floor as anything. It also has a low skill ceiling. A good player and a great player will perform equally well/badly because the weapon plateaus quickly. It's a potatomasher and that's all it does.

There's nothing wrong with it being a low skill floor and low skill ceiling weapon. The problem is that unlike srms, which are devastating in their niche, lrms are just mediocre even at their most effective. They have the indirect fire gimmick but trying to leverage that at long range is useless because flight time of the missiles is too long. You can't isolate components because the weapon automatically spreads. Ironically, it is best used with direct los locks and within 400m of the enemy. In other words, the best way to use an indirect fire weapon is like a direct fire weapon. And it performs badly in that role. In its most effective use, it is like an lbx - direct fire, spread damage. The crowning problem is that it's even worse because its munitions can be shot down by ams unlike lbx.

THAT is the problem with lrms.

Edited by Wil McCullough, 20 February 2018 - 06:14 PM.


#330 OmniFail

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Posted 20 February 2018 - 06:25 PM

Will your post is great and well thought out. But don't go thinking getting two kills everytime you go out in a LRM mech happens. Becuse its just not true. Also Juju practiced and prepared for his trick as funny as it was.

#331 Wil McCullough

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Posted 20 February 2018 - 06:28 PM

View PostOmniFail, on 20 February 2018 - 06:25 PM, said:

Will your post is great and well thought out. But don't go thinking getting two kills everytime you go out in a LRM mech happens. Becuse its just not true. Also Juju practiced and prepared for his trick as funny as it was.


But yet I don't think any amount of preparation and practice will let anyone do that with lasers or ballistics.

#332 OmniFail

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Posted 20 February 2018 - 06:39 PM

It's the Internet. There's always some clown somewhere.

#333 Wil McCullough

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Posted 20 February 2018 - 07:44 PM

View PostOmniFail, on 20 February 2018 - 06:39 PM, said:

It's the Internet. There's always some clown somewhere.


I'd love to see it happen. There used to be a quadriplegic diablo 3 player who actually played pretty well using only his mouth. There was a blind starcrafr player and another blind street fighter competitive player as well.

I have no doubt someone will try using their feet in mwo and get 700 damage lasers/ballistics games but right now, there's no evidence of that happening yet.

There IS evidence of juju getting 2 kills and dealing 700 damage while lurming with his foot though. So that's the bar to beat.

#334 Brain Cancer

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Posted 20 February 2018 - 08:06 PM

View PostKhobai, on 20 February 2018 - 03:50 PM, said:

catapults are for noobs. launching corpses over walls requires no skills.

ballistas and siege towers require more skill. catapults should be banned from medieval warfare.

only direct fire ballistas and siege tower poptarting should be allowed.


Crossbows OP, Church plz ban.

View PostRoughneck45, on 20 February 2018 - 03:56 PM, said:

Random thought, no idea where the discussion is at the moment, but what if LRMs had TAG function built in? A bit more incentive to keep on target? Could stack with an equipped TAG too.


That's basically Artemis. Keep target in LOS, get bonus.

And it stacks with TAG.

#335 Brain Cancer

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Posted 20 February 2018 - 08:39 PM

AMS, by the by roughly clips out an LRM 5's worth of missiles, 5-7 with Clan launchers.

So a lance of players pretty much negates an LRM 20- and cuts an LRM 40 by at least half (and depending on luck, more if a missile gets through and misses anyway. Precious few IS chassis will have more than 40 missiles going out there.

And of course, a deathball of 6+ players all clustered together will likely chew even more out of said launches. If newbies are knocking half the damage or more out of LRM boats because all their Trials are AMS equipped, doesn't that mean the weapon's supposed newbie life-ruining abilities are effectively contained, or even outright countered?

#336 BreakinStuff

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Posted 20 February 2018 - 08:55 PM

View PostWil McCullough, on 20 February 2018 - 06:04 PM, said:

Relevant things


Now combine this with the fact that the IS LRMS can't be used as direct fire by and large because of the arming distance. Instead of being able to use them like the clanner missiles, you get to watch your missiles bounce harmlessly off of an enemy mech rather than explode.

#337 Brain Cancer

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Posted 20 February 2018 - 09:05 PM

View PostBreakinStuff, on 20 February 2018 - 08:55 PM, said:


Now combine this with the fact that the IS LRMS can't be used as direct fire by and large because of the arming distance. Instead of being able to use them like the clanner missiles, you get to watch your missiles bounce harmlessly off of an enemy mech rather than explode.


Which is hilarious, given that by "muh lore", Gauss rifles have minimum ranges. And AC/2's. And AC/5's.

In MWO terms, that means we should be able to defeat that heavy gauss carrier by hugs.

#338 YueFei

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Posted 21 February 2018 - 12:08 AM

View PostOmniFail, on 20 February 2018 - 05:47 PM, said:

Modern torpedoes are more like underwater cruise missiles. They are now IDF. But most subs are now underwater missile launchers. Why use a torpedo when you can use a cruise missile from 1000 clicks out with your satellite GPS lock.


I was just making a cheeky comment, not too serious, about the torpedoes. Should've made a smiley. Posted Image

I would note that trying to prosecute naval targets by satellite alone is still not quite feasible. Hitting stationary stuff (bases and such) with GPS works fine, but for mobile naval targets, while the satellite might give you a rough idea, to actually hit it with a missile you need something else lighting it up. Hence, still the need for other units to gather info and find stuff.

Quote

On the concept of presenting multiple targets. A good team will call targets based on threat level. I am not saying that the team should not move as a group. After all having your buddies help you focus targets down gives a higher chance of success. But the idea that the team is sharing armor is a fallacy. If the reds are skilled they are gonna call "**** X target" and the only way your gonna share armor is if your standing close enough to put yourself between your teammate and the near instantaneous direct fire alpha strikes.


First of all, if your teammate is getting lit up by multiple enemies and he has no cover to get behind, he screwed up his positioning, and you are by no means obligated to go body-block for him, because it would mean like-wise positioning yourself in a very very bad spot.

The idea of sharing armor means to take turns exposing from cover, with the more hurt teammates changing angles or timing of their peeks to coincide with a teammate's peek. Simple example, you and a buddy are jamming the same corner. You corner it more-or-less together at the same time, and he catches fire that weakens his armor. Your weapons cycle ready and on the next peek, you go first (you can even corner wide, to slice the pie and limit your own exposure), and your buddy's cue to corner is right after the enemy fires, so he can get in his own salvo without getting opened up.

In that scenario, the enemy can't call a focus target because neither of you is giving them the chance.

Refusing to share armor in that scenario would be blatantly using your teammate as bait/meat-shield, and only peeking right after he peeks first. Instead of two mechs at 70% health and full weapons, you end up with 1 mech at 40% health and the other at 100% health, and the guy at 40% health is probably 1-shot.

Note that you don't necessarily have to be in the same spot or jamming the same corner to share armor. Being in different locations can also work, too, and a friendly grabbing attention 30 degrees to the left and drawing some fire will open up a chance for another teammate on the right to peek with less risk.

Like, if I am ever in a game with you, and we're on the same team, and you call for help or I see that your health% is lower than mine, I have no problem stepping in front of a shell/laser/missile for you. At the end of the day, your continued survival increases the chances of the team winning.

Unless someone's flamering you. In which case I'm not stepping in front of that, and instead I run away screaming. Posted Image

Quote

Now we are getting off topic.

I have not seen one suggestion that really fixes LRMs in this tread that makes sense. Many of them are even based in the bias mentality of IDF is a ***** tactic. I don't really think it matters what we think at this point because PGI has taken a stance of bias because the whining of noobs that have the IDF is a ***** tactic mentality because with their self proclaimed skills are not really smart enough to carry no skill, haxxors shooting though walls Jesus boxes counters or using skilled counters of breaking line of sight and cover.


I agree that IDF for LRMs should be kept in the game, and I also want to see that LRMs should be made a viable weapon in various modes (both direct-fire and IDF), and at different skill levels.

Let's ignore all the people calling for LRMs to be nerfed even more, or for IDF to be removed. Games like CounterStrike have a form of IDF: Grenades, Smokes, Flashes, etc. Some of the best and most dope moments in that game come from amazing throws. I think there's no point in engaging with people who simply want LRMs nerfed even more, and no point in engaging with people who want LRM IDF removed. Their end desire is just too incompatible, and there's probably no way to come to any consensus there; debate with them is a waste of time.

Quote

So while I am not going to suggest fixes at this time because most of the ones I have explored are always somewhat flawed. But I am gonna discuss what is wrong based on my 7,000,000+ LRMs luanched experiance.

I also want to mention that even I believe that LRM's should not match direct fire weapons. But they are seriously under powered.


I'd actually like direct-fired LRMs to trade well with direct-fire weapons. If only PGI could change LRM mechanics so that the shooter can influence where the LRMs go. But that requires a deeper mechanic change that I doubt will happen.

The way I envision it, the shooter can launch and hold lock, and try to stutter-step/turn while the flight is in the air, to spread incoming damage, and hold his reticule on the enemy mech's body part that he wants to hit. There'd still be a spread, but it could be tuned. If he reticule slips off the enemy mech (not the target box, but the actual mech), the spread widens and the missiles track similar as they do now, not focusing toward a hitbox.

Or, the shooter can launch and cut the missiles loose on their own guidance, but then the spread grows even more, and the tracking worsens. The advantage is that it allows the shooter to immediately maneuver defensively, or re-enter cover.

Or, the shooter can even launch his missiles ballistically without a lock at all, firing at where he believes the enemy will be, having the missiles pick up the target on their own guidance (unless the target isn't in that area when the missiles arrive).

Quote

First ECM and Radar Derp are perfectly balanced. So we don't need to really think about them at this time.

This leaves a complex binary problem with LRMs.

The spread on LRM5's and LRM10's is nice and feels like it has the right balance for effectiveness. Unfortunately at the smaller tube counts like LRM5's and LRM10's AMS is a Jesus Box. This is especially true of the Clan LRM's because of their streaming nature. You really need to launch like 30 missiles to have any effect on an enemy mech with minimal AMS cover. The recent buffs to the heat in LRM5's and the ghost heat when firing more than two only allows it to fire in groups of ten at a time. Any more and the heat is especially punishing. This is why LRM5's are pretty much extinct. LRM10s on the other hand are limited to two at a time and to reach the thirty tube count have to eat some ghost heat and are now mostly useless.

With the larger launchers the tube counts are nice and decently balanced against the "current" normal amounts of AMS. Unfortunately the spread is to large and has become quite ineffective at causing any significant damage in a reasonable amount of time to any components. It just spreads the damage to much.


I agree that the ghost heat limit for LRM's should definitely be increased. And for the smaller Clan launchers (LRM5/LRM10) they could reduce the amount of time it takes to ripple them out (similar to the idea of giving smaller UACs a lower shell-count). That may also have the knock-on effect of making them get past AMS more effectively.

Another thing I'm not sure of is how effective AMS is when firing at missiles targeted at your own mech, versus AMS firing at missiles targeted at your ally's mech. If the AMS is equally as effective in both cases, it makes LRMs harder to balance. If LRMs start to become more effective, then more people equip AMS, and pooling their AMS together can neutralize LRMs. If it's not already the case, then another change which can make LRM performance more stable/reliable (and thus easier to balance) would be to make it so that AMS firing at missiles not targeting you would be significantly less effective than AMS firing at missiles flying directly at you. E.g.: AMS firing at missiles not targeting you are only killing missiles at 30% the normal rate. What numbers to use exactly would be.... up for debate/theory-crafting/testing.

Quote

It's not the velocity, damage or cool down. All these things are fine.

The small launchers are useless because of heat and ghost heat penalties that they face to field enough tubes at once vs. AMS
The large launchers are rendered ineffective because of their spread.
Furthermore for those DF only crowd remember that PGI nerfed Artemis because put two much damage on one component. So much for the incentive to get your own locks with this tonnage tax which only equated over time to about a two percent accuracy increase.

According to the recent pod cast all these thing have been done by design to protect the noobs from killing each other. While the skilled "LRMs and IDF are ****" leet players put out a proposed community patch that suggest heat buffs across all launchers.

Tis foolishness and bias towards one of the game mechanics that separates MWO form COD style games.


Missile spread when direct-fired really ought to be better, balanced by wider spread in IDF mode. Last time I checked, the LRM spread on larger launchers was so bad that if you went into Testing Grounds and fired at the stationary Atlas, some missiles would actually miss. Is that still the case?


DISCLAIMER: the following is a random brainstorm idea:
Another random idea to perhaps distinguish LRMs (and other missiles) might be to perhaps make them cause actual reticule shake (instead of the cosmetic screen shake we have now). That is, to make it so that when hit by LRMs, the blasts cause your reticule to shake, throwing off your aim.

You could fire in one big volley to penetrate AMS but not "juggle" the opponent, or you can chain-fire your LRMs which makes more missiles get gobbled by AMS but you'd be "juggling" the opponent's aim.

It would provide an interesting utility for it that the other weapon types lack.

#339 Wil McCullough

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Posted 21 February 2018 - 12:13 AM

View PostBreakinStuff, on 20 February 2018 - 08:55 PM, said:


Now combine this with the fact that the IS LRMS can't be used as direct fire by and large because of the arming distance. Instead of being able to use them like the clanner missiles, you get to watch your missiles bounce harmlessly off of an enemy mech rather than explode.


We need to have this ingame. Together with an accompanying sound clip. CLONK.



#340 Mystere

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Posted 21 February 2018 - 01:49 AM

View PostBrain Cancer, on 20 February 2018 - 09:05 PM, said:

Which is hilarious, given that by "muh lore", Gauss rifles have minimum ranges. And AC/2's. And AC/5's.


As I previously mentioned:

View PostMystere, on 20 February 2018 - 04:40 PM, said:

... that does not mean we cannot insert doses of reality everywhere else


with ballistic weapons being one of them.





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