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[Serious Post] Lrms Are Still Bad And Have No Place In The Game


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#41 Brain Cancer

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Posted 03 June 2018 - 08:47 AM

View PostJC Daxion, on 03 June 2018 - 07:32 AM, said:

easy fix to LRMs...


No blind fire unless tag or Narc


No, that would be "how to chop off a significant portion of LRM function".

Leave indirect fire as it is, make direct fire more effective. As it is, LRMs are actually about as accurate as MRMs given the same range envelope, and fall off in accuracy rapidly outside 600m...but deliver significantly less damage.

Compare an MRM30 to, say LRM20, There's a reason machines like the Trebuchet got good when the MRM was introduced.

#42 Abaddun

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Posted 04 June 2018 - 12:27 PM

I feel like messing with LRM stats is like messing with a Biohazard canister. On the one hand, we have a situation like the LRMageddon of 2013. On the other, with have post nerf LRMs in 2014. Lets just leave them alone, and appreciate our current state where we ARN'T drowning in missiles.

In contrary to what someone posted earlier, lasers are one of the harder weapons to use, not only for the reasons stated, but also because of the intense level of heat management that is required if you're not running a clanner mech. If anything, low calibur IS weapons are the easiest to use at all ranges.


#43 Villainy

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Posted 04 June 2018 - 01:15 PM

LRMs aren't the problem.
Alt-account t4/5 farmers are.
Most people with more than a day's experience and half a brain know the best way to cheese PSR is to stay in the back and rain down LRMs on the enemy not giving a **** about whether or not you win, but really hoping you do. If you can pull 800-1000 LRM dmg you're guaranteed 350+ MS and you're going to climb quick.
LRMs have a function in this game; long range artillery support. The problem is how well this system rewards boating. MGs are the problem, boating them is. LRMs aren't the problem, boating them is.

#44 Vellron2005

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Posted 04 June 2018 - 11:16 PM

View PostVillainy, on 04 June 2018 - 01:15 PM, said:

LRMs aren't the problem, boating them is.


This only became a problem when power creep added 3 AMS mechs to the game..

Before AMS buffs and skill tree, and especially the lock-on arcs nerf, nobody used AMS, and you could enjoy life in a 2xLRM20+4CERM Timberwolf or 2xLRM15+6MLAS Archer..

Now, if you wanna do good, you simply have to strive for 50+ (70 optimum) tubes, with 10+ tons of ammo..

Edited by Vellron2005, 04 June 2018 - 11:17 PM.


#45 LowSubmarino

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Posted 05 June 2018 - 09:27 AM

I think I've never seen them in comp matches of the best teams.

Which isnt surprising.

For that tonnage they are simply way x 100 too situational and utterly useless in many scenarios.

Its too easy to just nullify them by a number of methods. You are too dependent on bad play, team red running over open terrain, far away from cover, with no ecm support, oblivious of the 2 spotters that have been providing solid targets for the entire match as they never had any dedicated scouts and skirmishers that directly target any enemy scouts providing locks.

For the weight LRMs + Ammo cost they are the weakest choice you could put into your mech.

Sure, they can do a lot of dmg in QP matches where ppl do all sorts of mistakes in every match.

But if you are facing strong players that wont do those mistakes youll hardly ever get good locks and if you do its because they are rushing you in a combined deathball and before you know it they are in your face.

#46 Mechwarrior1441491

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Posted 05 June 2018 - 09:49 AM

IF you are fighting with LRMS and not a negative to your team you have to be engaging at 400-600 so that means a mech that is fairly mobile and able to shift position rapidly. Catapults are still very good at this. You also need Tag. They work best while other mechs are the focus and you can rain hell on the enemy before they realize what is happening.

LRMS are great suppression weapons, but not against a trained team. Just like AC 2s plinking away at mechs to spook them into thinking they are under priority danger. Green players tend to fall prey to these weapons more than veterans.

#47 Vxheous

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Posted 05 June 2018 - 11:36 AM

View PostLowSubmarino, on 05 June 2018 - 09:27 AM, said:

I think I've never seen them in comp matches of the best teams.

Which isnt surprising.

For that tonnage they are simply way x 100 too situational and utterly useless in many scenarios.

Its too easy to just nullify them by a number of methods. You are too dependent on bad play, team red running over open terrain, far away from cover, with no ecm support, oblivious of the 2 spotters that have been providing solid targets for the entire match as they never had any dedicated scouts and skirmishers that directly target any enemy scouts providing locks.

For the weight LRMs + Ammo cost they are the weakest choice you could put into your mech.

Sure, they can do a lot of dmg in QP matches where ppl do all sorts of mistakes in every match.

But if you are facing strong players that wont do those mistakes youll hardly ever get good locks and if you do its because they are rushing you in a combined deathball and before you know it they are in your face.

View PostMechwarrior1441491, on 05 June 2018 - 09:49 AM, said:

IF you are fighting with LRMS and not a negative to your team you have to be engaging at 400-600 so that means a mech that is fairly mobile and able to shift position rapidly. Catapults are still very good at this. You also need Tag. They work best while other mechs are the focus and you can rain hell on the enemy before they realize what is happening.

LRMS are great suppression weapons, but not against a trained team. Just like AC 2s plinking away at mechs to spook them into thinking they are under priority danger. Green players tend to fall prey to these weapons more than veterans.


It works, even against great players, just very map situational. I linked a screenshot of the best team this game has ever seen using LRMs on one team completely decimating the other side. Only reason it didn't appear in the finals was the LRM strat got practiced like 2 days prior to Mech Con and didn't get fully fleshed out compared to other strats that were more practiced.

#48 Mechwarrior1441491

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Posted 05 June 2018 - 12:21 PM

If you have mechs running for cover from LRMS taking them out of the battle for even a few seconds, it's a win in my books, especially if you are switching rapidly, launching streams of missiles at multiple mechs, sending that missile warning off, making them scurry. Sort like tossing Gauss rounds at different mechs or streams of AC rounds.

#49 S O L A I S

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Posted 05 June 2018 - 08:20 PM

View PostAsym, on 28 May 2018 - 06:11 AM, said:

Takes skill to use? OP, a laser takes little or no skill to use. You put the reticle on the target and it hits the target: line-of-sight (LOS) is line-of-fire (LOF) traveling at light speed. WOW, the skill needed there.... How about AMS? How about MG's? Or, any weapon meant for brawling at 500m or less..... Ballistic weapons require skill at longer ranges.

All of the weapons need a "restart" and should be drug licking and screaming back into a round table with the developers and once and for all, BALANCE needs to be put on the table and the concept of "balance" established in clear and meaningful standards and limits, less all of the previous nerfs, buffs and quirks. A complete RE-DO where we can start over and make some of the "histories" clear and the future a logical and meaningful place, as customers, where we want to be....

Because right now, it's pretty screwed up across the entire spectrum of systems...


Great!

So prove how easy lasers are to use and post videos of you holding your beam on one component against a moving and weaving Locust or Piranha.

Shooting mechs across the valley on Frozen City (btw PGI bring old Frozen City back please) with er large lasers does at times feel close to being on par with lurming, but to say laser easy mode is foolish and completely false. Aiming, holding beam, tracking, waiting to fire at right time, knowing what to shoot for...and so on and so forth are all of what you don't have to do while firing lurms. Mechanically in every way, lasers are much more involved and difficult to play than any of the lock on weapons.

You really need to stop repeating nonsense over and over as if saying it a lot will make it true.

#50 BTGbullseye

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Posted 05 June 2018 - 08:52 PM

View PostS O L A I S, on 05 June 2018 - 08:20 PM, said:

and so on and so forth are all of what you don't have to do while firing lurms.

Instead with LRMs you need to know the arcs the LRMs are going to travel, the map layout, and plan for good positioning so as to have a clear shot at something that can't run to cover in time to avoid the damage. In addition, it does require heat management, and trigger discipline, as well as is most benefited by and beneficial to generating teamwork, so long as the team isn't full of anti-LRM idiots.





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