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I Don't Complain About The State Of Lrms Anymore Because I Don't Use Them.

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#21 Lykaon

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Posted 05 March 2018 - 08:27 AM

View PostDerHuhnTeufel, on 05 March 2018 - 04:51 AM, said:


Bold words for someone wanting to use LRMs.

LRMs have counters because they're the easiest weapon in the game to use, with incredible range, require no risk on the users part, and can deal amazing damage to people that are in the open without protection. They're a great tool for poptarts or forcing targets to stay where they're at while being flanked. Just because they're not damage bringing 1200 damage a round anymore doesn't mean they aren't still effective.



A lot of assumption and plenty of wrong....

Easiest weapon to use...ECM,AMS, Radar Derp largest min. range bracket in the game and slowest projectile speed in the game. Requires locks to be maintained for the entire duration of the volley flight to target.

Even proficent and skilled LRM users will be lucky to get 30% of their ordnance on target with the proliferation of PASSIVE counter measures and active counters.

Incredible range? 900m absolute cap due to being a missile weapon (includes total distance traveled so the vertical arc is included ). LRMs do not benefit from have a doubled ranged bracket like non missile weapons have. And,skilled players will tell you that due to the numberous counters leveraged against LRMs the actuall effective range of LRMs is sub 700m.

Just for funzies go look up how many weapons in MWO can hit targets outside of a 900m cap. Now rethink the "incredible range" of LRMs.

"no risk on the user's part" Did you not notice the 180m minimum range? Or the 160 mps projectile speeds? (You will win NO face to face trades with LRMs) or the need to stack support equipment to try to squeeze some performance out of LRMs while dealing with the PASSIVE countermeasures. Active Probes Artemis and TAG are frequently considered mandatory for serious Lurmers. All that space and tonnage utilized for LRM support equipment detracts from available space and tonnage for defensive weapons when you are engaged under the LRM min. range.
Honestly "risk" begins with selecting an LRM-centric build and is first encountered on the map selection screen. Polar Highlands...great...Mining collective...I'm Boned!
LRMs are probably the riskiest weapon to employ.

"Amazing damage" with a lower than 30% average hit ratio per projectile (for a lock on weapon!) the nature of spread damage and the slow projectile speeds (with missile launch warnings) I wouldn't ever claim "amazing" at best adiquate.

If you want "amazing damage" you want to be looking at clan laser vomit builds with alpha strikes in access of 70+ that hit instantly have no need for locks and have no passive counters. Or maybe dual heavy Gauss for the inner sphere inclined.

Not sure what you mean by "great tool for poptarts" since this doesn't make much sense to me.

Firing as a poptart....why? maybe sometimes you may need a well timed hop to clear an obstruction but...most of the time your volley can clear interposing terrain.

Firing at a Poptart...well radar deprivation is a real thing. So unless you are dangerously close to the poptart's possition you will not likely hit them and a smart player knows this so by the time you see a target,lock a target,fire on a target, ordnace travels to the target (at 160mps) the target has already landed and slipped your lock or has returned to adiquate hard cover.
A player with a brain is not detered by LRMs when poptarting.

LRMs need PASSIVE countermeasures because low skill players have not developed the understanding to counter act indirect fire and there will always be low skill players that are easily dispatched with LRMs.

So in essence LRMs must suck so MWO retains the pilots that also suck.

#22 A1Ste4kSauce

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Posted 05 March 2018 - 08:45 AM

LRMs feel ok, well CLRMs do, despite the stream firing, thanks in part to the low weight. They do have to be run with at least 30 or 40 to do anything though. Change the loss of angle lock back to 45% and I think they would be perfect. IS LRMs are just so heavy though, MRMs are way better.

When you stay with the group and act as a second line 'mech, you can do nasty damage with them, just make sure to have backups. I think ams counters and ecm are a good thing to combat them because of the fact that LRMs don't need direct LOS to hit you. Both require tonnage invested, and one can run out (or build up heat) and the other can be beaten with tag or by closing in allies.

#23 Novakaine

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Posted 05 March 2018 - 08:52 AM

I love lurms☺

#24 Teenage Mutant Ninja Urbie

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Posted 05 March 2018 - 08:53 AM

lurms are _very_ usable right now;

I don't lurm much, but my trenchbucket or archer (-the- lurmmech, cause it's a bt-classic) are doing great (stomps excluded ofc).
no matter the map, no matter the mode.

ppl just need to learn how to lurm the proper way - and that's not sitting 500m from the team, 900 from the enemy, in the backfield, hoping somebody will hold your hand lock for you.

they don't work the way they do in the tabletop, and there are reasons for that. accept that, get yourself at least a taglaser on your boat, get yourself a lock, and play around 250-300mtr. good damage guaranteed - and that's what you lot are after, right? Posted Image

Edited by Teenage Mutant Ninja Urbie, 05 March 2018 - 08:55 AM.


#25 C E Dwyer

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Posted 05 March 2018 - 09:02 AM

L.R.M 20 still remains a bad weapon waste of tonnage and space.

Last time I used LRM's 15 still remained the best option

I would say hit reg or lack of it, is far more likely to be the cause of poor performance in LRM's than AMS, it forces you to stream fire because it just diesn't register 45 missiles landing at once well

Edited by Cathy, 05 March 2018 - 09:04 AM.


#26 El Bandito

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Posted 05 March 2018 - 09:03 AM

View PostSavage Wolf, on 05 March 2018 - 03:40 AM, said:

AMS is also a huge problem for the game. If ever LRMs become useful, people will stock up on AMS and then LRMs are useless again, unless AMS was nerfed to uselessness, but then what is the point. Same with ECM.


So either all weapon types should have a counter or AMS needs to go.


That's where you are wrong. Even back when LRMs were crazy good, most people didn't bother to equip AMS. Cause they are either dumb or are good at using terrain to block LRMs.I remember writing a thread in 2014, imploring the pugs to equip AMS for the sake of the team. https://mwomercs.com...-psa-equip-ams/

#27 Nema Nabojiv

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Posted 05 March 2018 - 10:13 AM

View PostTeenage Mutant Ninja Urbie, on 05 March 2018 - 08:53 AM, said:

ppl just need to learn how to lurm the proper way - and that's not sitting 500m from the team, 900 from the enemy, in the backfield, hoping somebody will hold your hand lock for you.

they don't work the way they do in the tabletop, and there are reasons for that. accept that, get yourself at least a taglaser on your boat, get yourself a lock, and play around 250-300mtr. good damage guaranteed - and that's what you lot are after, right? Posted Image

Thing is, if you want missiles to fight at about 300 meters, ATMs or MRMs will do better and have less restrictions than any lurm loadout you can think of.

After the newtech patch the only range bracket LRM usage can be justified in is above 500 meters. And still they suck at that because of radar derp, terrain, and ECMs.

#28 Templar Dane

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Posted 05 March 2018 - 10:33 AM

View PostLykaon, on 05 March 2018 - 08:27 AM, said:




Even proficent and skilled LRM users




Yeah because it takes real skill to put the reticle inside that box and wait for a lock.

#29 DerHuhnTeufel

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Posted 05 March 2018 - 10:37 AM

View PostLykaon, on 05 March 2018 - 08:27 AM, said:

Easiest weapon to use...ECM,AMS, Radar Derp largest min. range bracket in the game and slowest projectile speed in the game. Requires locks to be maintained for the entire duration of the volley flight to target.


Want to know how I know you haven't actually used LRMs for any length of time? They only require a lock at the end.

View PostLykaon, on 05 March 2018 - 08:27 AM, said:

Even proficent and skilled LRM users will be lucky to get 30% of their ordnance on target with the proliferation of PASSIVE counter measures and active counters.


AMS is actually kind of rare. I don't see more than 1 in a typical QP match, and if I'm not on my kit fox I don't rely on them to reduce the damage to any degree (at a cost of considerable tonnage and hard points). If you're only landing 30% of your missiles, reconsider where you're firing them from. If you don't have clear line of sight unbroken by terrain and you're a ways away, then yes, you might only land a few of them. If you're only 500 away with unobstructed line of sight, I'm willing to bet actual numbers are closer to 90%.

View PostLykaon, on 05 March 2018 - 08:27 AM, said:

Incredible range? 900m absolute cap due to being a missile weapon (includes total distance traveled so the vertical arc is included ). LRMs do not benefit from have a doubled ranged bracket like non missile weapons have. And,skilled players will tell you that due to the numberous counters leveraged against LRMs the actuall effective range of LRMs is sub 700m.


Full damage from 180-900 meters. The only other weapon that can do that is the AC2. With skill choices you can push your effective range out to almost 1 km, and that's with all LRMs, not just the biggest ones, unlike every other weapon group.

View PostLykaon, on 05 March 2018 - 08:27 AM, said:

"no risk on the user's part" Did you not notice the 180m minimum range? Or the 160 mps projectile speeds? (You will win NO face to face trades with LRMs) or the need to stack support equipment to try to squeeze some performance out of LRMs while dealing with the PASSIVE countermeasures. Active Probes Artemis and TAG are frequently considered mandatory for serious Lurmers. All that space and tonnage utilized for LRM support equipment detracts from available space and tonnage for defensive weapons when you are engaged under the LRM min. range.
Honestly "risk" begins with selecting an LRM-centric build and is first encountered on the map selection screen. Polar Highlands...great...Mining collective...I'm Boned!
LRMs are probably the riskiest weapon to employ.


Then don't face trade with something not designed for face trading. In fact, never face trade. That's a sure fire way to fail at this game and guarantee your team loses the match. Always flank, always look for ways to maximize your DPS and armor usage. The only time LRMs are "risky" in the sense you posted above is if you ONLY have LRMs and planned on hiding the whole fight, which will guarantee your team hates you. If I'm on a light and see a full LRM boat, yes I'll charge them. If I notice they also have 4 medium pulses or a few PPCs, maybe I'll think twice.

View PostLykaon, on 05 March 2018 - 08:27 AM, said:

"Amazing damage" with a lower than 30% average hit ratio per projectile (for a lock on weapon!) the nature of spread damage and the slow projectile speeds (with missile launch warnings) I wouldn't ever claim "amazing" at best adiquate.


They only hit 30% of the time if you're using them wrong.

View PostLykaon, on 05 March 2018 - 08:27 AM, said:

If you want "amazing damage" you want to be looking at clan laser vomit builds with alpha strikes in access of 70+ that hit instantly have no need for locks and have no passive counters. Or maybe dual heavy Gauss for the inner sphere inclined.


It's very rare that sniper builds break 1k damage. I see brawlers doing it all the time, though. Everyone complains about the alpha, but it's really not the game changer if you don't just trade shots.

View PostLykaon, on 05 March 2018 - 08:27 AM, said:

Firing at a Poptart...well radar deprivation is a real thing. So unless you are dangerously close to the poptart's possition you will not likely hit them and a smart player knows this so by the time you see a target,lock a target,fire on a target, ordnace travels to the target (at 160mps) the target has already landed and slipped your lock or has returned to adiquate hard cover.
A player with a brain is not detered by LRMs when poptarting.


So someone who has devoted ~17 skill points into staying off radar when LoS is broken can beat an unboosted weapon system that's receiving no support from UAVs or friendly mechs. Why's there a complaint there? Slap a probe and tag on there and you'll lock nearly instantly.

Also, your missiles will keep going to the last point they were locked on at once you've lost the lock. If that poptart can't move fast enough, or they don't move horizontally at all compared to your position, they'll still take some of the volley.

Basically, use LRMs as a mid-range weapon with line of sight, and you'll see the crazy damage with them. If you're going to use them as long range weapons without line of sight, then you'd better be doing it to suppress the enemy rather than counting on that for damage.

#30 Teenage Mutant Ninja Urbie

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Posted 05 March 2018 - 11:34 AM

View PostNema Nabojiv, on 05 March 2018 - 10:13 AM, said:

Thing is, if you want missiles to fight at about 300 meters, ATMs or MRMs will do better and have less restrictions than any lurm loadout you can think of.

After the newtech patch the only range bracket LRM usage can be justified in is above 500 meters. And still they suck at that because of radar derp, terrain, and ECMs.


eh.. I think they're quite handy and it depends on the situation. lurms have a big thing going for them: indirect fire; so I can paint with my tag from between my buddies, get the lock and lob some shells. where before in a narrow pathway 2 mechs from my side could fire, now there's 3 - plus the lurms from those guys in the backfield who won't "get their own lock", but at least profit from mine.
it's a force-multiplier, not the raw damage I pack them for (though the do consistently good damage numbers IMO).

but yeah, on a 1v1 dmg reduced point of view both MRMs and ATMs are superior if used right, I agree.

like I said: I'm no lurmer, in fact I can do without seeing one for the next few months, and seeing assaults with lurms on my side gives me an itchy trigger-finger.
but I find lurms handy in a number of situations and they have their uses; people crying out they're underpowered just sounds to me like "they got a screwdriver, but use it as a hammer - and are unhappy how things turn out", if you know what I mean.

Edited by Teenage Mutant Ninja Urbie, 05 March 2018 - 11:40 AM.


#31 LordNothing

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Posted 05 March 2018 - 12:17 PM

mrms have completely replaced lrms on my mixed builds, my former lerm boats are now mrm boats. running guided weapons introduces a lag between seeing the enemy and shooting the enemy, and when facing a direct fire build you will get hit first. thats usually what i see in fp, lerm boat comes marching out of the drop zone direct fire build enters its line of fire, and the lerm boat gets killed before his lock is done. thats why i prefer mrms because i can fire right now. you can do that too with lerms but their slow speed makes them easy to dodge.

we could greatly un-nerf lerms if we had proper c3 networks instead of free c3 everywhere. right now its currently filling the role of noob weapon and players of a certain skill will stop using them in favor of direct fire death vomit. when used with teamwork it should be the best weapon in the game, when used by a pug it should be the worst. pgi has the whole concept on its head.

#32 Funk1777

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Posted 05 March 2018 - 01:55 PM

Fast lrm/atm boats that flank and hit the back of the big goose mechs are really effective for their team. One airstrike and a couple of salvos and boom both HG gone early on. I had that happen two games in a row in my cyclops the other day and i was near the front of my teams murderball.

Target selection is key.

#33 kailii

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Posted 05 March 2018 - 03:38 PM

We got a Catapult Trial Mech right now, and i took her for some rides a few days ago to test current LRMs.
She got 2xLRM-15 and 2xSRM-6 with Artemis.

In QP i scored 600ish damage a few times with most of it done by the LRMs, so i would consider the current state of LRMs as "just fine". If you know how to use them. Most younger players don't and i believe that's why those players are shunned.

So let's sum it up again, maybe someone in need to know even reads this post... In QP, you...

1) Never plan to fire near maximum range. The red guy will have ample time to get into cover or you might lose your lock. Never rely on a lock provided by some random stranger.
2) Stay with the pack. Don't you ever get caught alone. Light Mechs might take you as a snack.
3) Always carry extra weapons, as in fast and short ranged. See 2)
4) Never fire just because you got a lock. Read the map. Predict movements. Zoom in to see if AMS fires. Did your last salvo hit your target? This all takes practise but is also very rewarding.
5) Mid- to endgame, your LRMs are depleted. Guess who is leading the push? Think about it...

The only thing that i don't like about LRMs these days is AMS, because the more you need it (Lights and Mediums without cover to rush to) the more you are hurt by installing it regarding of limited room to do so. Maybe LRM spread should increase a little based on the size of the target...

#34 Lightfoot

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Posted 05 March 2018 - 04:20 PM

The nerf that ruined LRMs and ended the ever-present nerf-LRM posts was in January 2015. The nerf was to a criteria that is not tracked in missile stats. It is, 'how far off-center you can be and still hit the target's center torso'. It used to be a logical degree, about 30-40 degrees offset. After January 2015 that offset margin was changed to about 10-12 degrees offset and a bit more for Inner Sphere LRMs.

The effect is similar to putting missile magnets into the shoulders of mechs. AMS has not changed too much, it's the offset angle that's been nerfed heavily. Could we get tracking on that stat and something more simulation-like than 10-12 degrees?

#35 Lykaon

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Posted 05 March 2018 - 04:26 PM

View PostDerHuhnTeufel, on 05 March 2018 - 10:37 AM, said:


Want to know how I know you haven't actually used LRMs for any length of time? They only require a lock at the end.



AMS is actually kind of rare. I don't see more than 1 in a typical QP match, and if I'm not on my kit fox I don't rely on them to reduce the damage to any degree (at a cost of considerable tonnage and hard points). If you're only landing 30% of your missiles, reconsider where you're firing them from. If you don't have clear line of sight unbroken by terrain and you're a ways away, then yes, you might only land a few of them. If you're only 500 away with unobstructed line of sight, I'm willing to bet actual numbers are closer to 90%.



Full damage from 180-900 meters. The only other weapon that can do that is the AC2. With skill choices you can push your effective range out to almost 1 km, and that's with all LRMs, not just the biggest ones, unlike every other weapon group.



Then don't face trade with something not designed for face trading. In fact, never face trade. That's a sure fire way to fail at this game and guarantee your team loses the match. Always flank, always look for ways to maximize your DPS and armor usage. The only time LRMs are "risky" in the sense you posted above is if you ONLY have LRMs and planned on hiding the whole fight, which will guarantee your team hates you. If I'm on a light and see a full LRM boat, yes I'll charge them. If I notice they also have 4 medium pulses or a few PPCs, maybe I'll think twice.



They only hit 30% of the time if you're using them wrong.



It's very rare that sniper builds break 1k damage. I see brawlers doing it all the time, though. Everyone complains about the alpha, but it's really not the game changer if you don't just trade shots.



So someone who has devoted ~17 skill points into staying off radar when LoS is broken can beat an unboosted weapon system that's receiving no support from UAVs or friendly mechs. Why's there a complaint there? Slap a probe and tag on there and you'll lock nearly instantly.

Also, your missiles will keep going to the last point they were locked on at once you've lost the lock. If that poptart can't move fast enough, or they don't move horizontally at all compared to your position, they'll still take some of the volley.

Basically, use LRMs as a mid-range weapon with line of sight, and you'll see the crazy damage with them. If you're going to use them as long range weapons without line of sight, then you'd better be doing it to suppress the enemy rather than counting on that for damage.


So many assumptions... I used to be quite good with LRM platforms and pioneered many techniques for deploying and using LRM support in my former unit. I just gave up on using them because they do not have equal reward for effort exerted once you are no longer fighting against nublets and windowlickers.


So let's begin

You require a lock to gain missile track. Firing without lock lobs unguided missiles at whatever your reticule is over. So this means you need lock at the very begining BEFORE you fire to have guidance. Also the very moment you lose the lock the missile volley will track to the last point the missiles had as a locked target.

So if you do not maintain the lock for the whole duration from launch to impact then you will miss anything that isn't a stationary.

Launching "blind" without lock and trying to gain a lock before the missiles detonate is...well an absurd suggestion due to the unlikelhood of succeeding.

Didn't make this up this is actually how LRMs work. You need to maintain the lock to retain missile track.

Onto your counter point two...

AMS hardpoints are not rare every mech but one has an AMS hardpoint and several have 2,3 and now up to 4 AMS hardpoints. Confermation bias is not what I would attempt to base an argument on. I frequently see several AMS on each team. But, I digress.

ECM, AMS and Radar Deprivation all require no active action on the part of the player to defend from LRMs. Are you going to now tell me that you don't see ECM and nobody uses radar derping? While missile launch warnings are passively triggered and do require some action taken to defend yourself but...at 160 mps velocity for LRMs you probably have time to make a sandwich first.

Now about my 30% accuracy estimate. if you read my statement carefully the 30% is a per projectile estimate not per volley. Given the innate accuracy (or inaccuracy) of LRMs a perfect volley fired at a stationary target frequently will have individual projectiles that miss. Now if that target is moving and at some rate of speed more projectiles will miss. So even a target in the open that is moving will not be struck with 100% of the missile fired.

Now we need to think about how the estimated 30% AVERAGES out over the TOTAL volume of INDIVIDUAL projectiles fired.

How many strike obstructions?
How many miss from lost locks?
How many are shot down with AMS?

It is a fairly common practice for LRM ammo counts to be aproximately one ton per 5 tubes of launcher. With extreme numbers of launch tubes generally dedicating a bit less than 1 ton per 5 tubes.

A typical Supernova LRM 80 will carry around 12-14 tons of ammo and certainly not fewer than 7 or 8 if secondary weaponry is substantial.

With 14 tons of ammo the LRMs alone have a damage capacity of 2520. I would be surprised if the damage output from LRMs alone exceeds 800 from this build when it expends ALL it's 2,520 missiles when fighting against non nublet barrel fish.

Think of laser weapons,The stats listed count times fired against number of times damage is done. It does not take into account how much of the burn duration was fired off into empty space. So the stats may say someone has a 90% accuracy with large lasers it is also possible for them to also have missed 50% of the potential damage output on an average.

Therefore a more accurate assesment of how often this player deals damage with large lasers should take the number of total hits and divide it by 50% so now we see 90% hit ratio is actually less than half the damage or around 47% hit accuracy.

Now about range...

LRMs do not really have a 900m range. LRMs have a 900m travel distance. So we need to calculate the ballistic arc when determining total distance fired. It is frequently stated that LRM effective range is actually at 700m or less in practical use.

So when considering how actual engagements occur in MWo an AC10 fired at 900m will dish out 5 damage essentially a DPS of 2. While a LRM 20 will have a DPS of 0 because it can't hit at all.

FYI the DPS of a perfectly fired 100% accurate LRM 20 is 4.65. Since I do stick by my 30% damage on target estimate (averaged per projectile not isolated to hits per volley fired) the AC10 will significantly out perform an LRM20 at the 700-900m bracket. The Ac10 will place 5 points of aimed pinpoint damage while the LRM20 will average less than 50% (being generous here) damage on target as "splash" damage across several body sections and lacking the ability to even attempt to aim for weak spots. Then take into account the differences in projectile velocities 1,100 mps for the AC10 and 160mps for the LRM and guess who will evade more shots fired at them?

LRM "long range" is a myth in actual practice since even clan ER medium lasers can effectively out trade LRMs with their 800m max ranges even while doing only half the damage.

Now onto trades...my point still stands because as you said don't trade...right? and why not? because the LRM platform can't and this is an easily exploited weakness and thus a glaringly obvious RISK.

Claiming there are no risks when there are plentiful risks is either misinformation or ignorance on the topic.

LRMs have a huge min. range that is easily exploited = risk using them

LRMs suck in trading and that is easily exploited = risk when using them

LRMs have a multitude of passive and active countermeasures = risk using them

Hiding in the back to avoid being forced into direct trades makes you vulnerable to skirmishing light mechs = risk

Having to carry absurd amounts of ammo to compensate for the inherent lack of capability of LRMs means you have more explosive ammo and that = risk

Having to devote tonnage to support equipment (TAG/NARC/Active Probe/Artemis) reduces your capacity to mount defensive weapons = risk


And now about 17 skill points, I wouldn't use more than 9 skill points for 60% because that is more than adiquate to slip locks IF YOU BOTHER TO MOVE.

I pilot heavy mechs most often recently and I can't remember how long it's been since I was actively destroyed by LRMs and I can say with confidence that as long as I don't screw up and end up standing someplace I should be less than a quarter of the vollies fired at me connect AT ALL and those that do connect will probably never land all missiles in the volley on my armor.

And I don't generally use ECM or an AMS and only have 60% radar deprivation.

So 9 skill points for me and what will the Lurmer need? We know range isn't going to serve them well because of a simple fact...

Longer flight duration is longer potential exposure to countermeasure/counterplay. You will get no significant increase in hit ratios from long range shots.

So range is probably a waste of skill points.

Target decay would help as it is directly counter to radar deprivation (and directly countered by) There are 4 (I believe) decay nodes requiring 9 skill points (I belive) . That would be 2.8 seconds of retention or about the duration it takes for an LRM volley to traverse about 450m to a target without any radar deprivation. So useful but hardely equal to the counter measure.

So you say BAP? um...that's also a sensor range booster and does nothing to aid in target lock speed. It's a common misconception that active probes improve lock speed. What they actually do is decrease time to aquire target data.

So BAP is just range in equipment form paid with crits and tonnage instead of skill points. BAP is mainly used to counter close ECM since it negates hostile ECM that is within 240m.

Artemis speeds up lock time but requires LOS and as such is mutually exclusive to radar derp that requires no LOS to engage.

TAG...um wouldn't this equal two things. LOS thus derp does nothing (breaking LOS breaks tag and engages the radar derp)
And...LOS means trades and that is not going to be favorable for the Lurmer.

Most of the options for decreasing lock speeds (without exposing your LRM boat) are carried on other mechs like a friendly TAG or NARC.

And good question....where was the complaint? wasn't I just counter pointing some inaccuracies in your prior post?

And now onto poptarts...Yep missile will go to the last point of lock and that would have been when?

Probably when the poptart was in the proccess of gaining altitude (thus becoming visable to be locked onto). So with the breakneck speed of 160mps you volley charges forward and...radar derp...the poptart has fallen below the cover they are using. So the last point of lock is several meters over where the target has landed.

The poptart will only take damage if they are using inadiquate cover. Essentially for your scenario to work the cover utilized woud probably not even be the height of the mech (or bearly) Because the volley trajectory does not track downward once the target was lost. So the volley trajectory would be arcing downward towards the poptarts former location (veritcal plane) not it's current location below and behind cover (horizontal)

That would be why I did mention that it could work IF you were potentially dangerously close to the poptarts cover. The lock retention (from target decay nodes) could allow for tracking to be maintained long enough to land hits.

And your final closing point....

I agree LRMs are mid range second line offense or area control enemy movement suppression. About the only thing LRMs do is those two effects as actual weapons to kill efficently,well the LRM is a giant failure in that regard.

#36 Seranov

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Posted 05 March 2018 - 04:30 PM

tl;dr, but cERML do like 0.001 damage at 800m. If it's not actually nothing, it's damn close. They do half damage at like 600m.

#37 Mystere

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Posted 05 March 2018 - 04:35 PM

View PostTeenage Mutant Ninja Urbie, on 05 March 2018 - 08:53 AM, said:

lurms are _very_ usable right now;

I don't lurm much, but my trenchbucket or archer (-the- lurmmech, cause it's a bt-classic) are doing great (stomps excluded ofc).
no matter the map, no matter the mode.

ppl just need to learn how to lurm the proper way - and that's not sitting 500m from the team, 900 from the enemy, in the backfield, hoping somebody will hold your hand lock for you.

they don't work the way they do in the tabletop, and there are reasons for that. accept that, get yourself at least a taglaser on your boat, get yourself a lock, and play around 250-300mtr. good damage guaranteed - and that's what you lot are after, right? Posted Image



Am I the only one who finds it extremely silly that an allegedly "long range" weapon should never under any circumstance be effective at long range?

#38 Aiden Skye

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Posted 05 March 2018 - 04:43 PM

No active / passive sensors + free shared locks = LRM's will always be trash.

#39 Yosharian

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Posted 05 March 2018 - 05:12 PM

View PostDerHuhnTeufel, on 05 March 2018 - 04:51 AM, said:


Bold words for someone wanting to use LRMs.

LRMs have counters because they're the easiest weapon in the game to use, with incredible range, require no risk on the users part, and can deal amazing damage to people that are in the open without protection. They're a great tool for poptarts or forcing targets to stay where they're at while being flanked. Just because they're not damage bringing 1200 damage a round anymore doesn't mean they aren't still effective.

Um... that's exactly what it means? Damage is how you kill enemy mechs?

Mind-bogglingly stupid statement

#40 Brain Cancer

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Posted 05 March 2018 - 05:13 PM

Ooh, just in time for my 21-page LRM thread to start sinking!

Okies.

LRMs.

First off, they're deliberately over-nerfed because of Paul, who is afraid of any weapon that might be effectively used by n00bs, to kill n00bs.

This is instead of just mounting AMS on all the Trial chassis, thereby reducing most LRM fire short of the most utterly heinous to metallic confetti. But we're talking a weapon so weak, it's counters generally aren't bothered with- and if they are? You guessed it, metal confetti. Because AMS doesn't scale to launcher size like it does in TT, lighter LRM carriers can be cut out completely, meaning- you guessed it: people putting lurmassaults on the field in an attempt to make an underpowered weapon hit for meaningful damage, even before taking the rare AMS on the field into account.

Generally, people just find a rock as there's a free, no-tonnage alternative that's far more effective and you get that INCOMING MISSILES warning.

For some reason, I don't get that with other weapons that hitscan or hit effectively instantly for direct, focused damage. Just the weak spread weapon.

Then there's the magical deadzone LRMs (ATMs, and some PPCs) get. Because it's fun enough getting hugged as it is by superior focus and DPS while having your weapons utterly shut down or to the point of such low damage as to end up that way anyhow. Why is it there? That superior range that your sloth-speed missiles can't hit anything accurately at unless they're so far in the open and unprotected as to have a neon SHOOT ME sign above their heads....and direct fire weapons will still kill them faster in those situations, because plenty of main guns easily hit at the same 600m or so effective range for full damage or near to it, and do so far faster than the lurmboat.

Let's also not forget the automatic skill points you have to sink into target retention to prevent radar dep or a handy hill from instantly ruining your incoming shot. Unskilled LRM use is even more inaccurate than usual without it. Why do we need dep/target retention? Because LRMs are so slow, not having that extra tracking time means cover makes them even more whifftastic than before, to the point of even more useless than they are at their "best".

And -that- doesn't even include larger launchers having wide enough spread to auto-miss part of every shot, and wide enough spread to spray single-point hits across the entire target for the rest.

I've walked assaults at 17% health out of a match with full weapons and a skeleton damage paperdoll because all the hits I took were LRMs. I wasn't even missing a limb. How many weapons in the game take enough damage to chew up 85% of a target and inflict zero loss of functionality? A lot of CLRM and LRM 20s, if the enemy lurmboats were any indication. Bonus: Apparently Artemis was too good, so they nerfed it's spread reduction, making any attempts to improve your spread suffer.

Two game modes hard-counter LRMs (Incursion jammer tower, Escort ECM tower- the latter being one reason it's incredibly detested by the playerbase). Sufficient AMS use (ha!) will effectively choke most LRMs out of a match, but who needs that? ECM also shuts it down, despite LRMs basic function being immune. And Streaks for that matter. Again, binary ha-ha-funtime.

So yes, I can understand why people ignore or stopped using LRMs.





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