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Lurm Spam


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#141 Tesunie

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Posted 29 June 2018 - 07:27 AM

View PostDragonporn, on 29 June 2018 - 07:22 AM, said:

I will never stop wondering why threads about lurms grow so fast... Do they really piss that many people off?


Apparently... yes?

Or, some of it is that some of us that start posting just get into general conversation. Makes the thread look busier than it probably actually is...

#142 Humpday

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Posted 29 June 2018 - 07:27 AM

View PostDragonporn, on 29 June 2018 - 07:22 AM, said:

I will never stop wondering why threads about lurms grow so fast... Do they really piss that many people off?


Its also the reason why PGI is so resistant/hesitant to touch(buff) LRMs in anyway.
Because as soon as they do...the Nth Lurmaggedon occurs.

#143 Wil McCullough

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Posted 29 June 2018 - 07:47 AM

View PostDragonporn, on 29 June 2018 - 07:22 AM, said:

I will never stop wondering why threads about lurms grow so fast... Do they really piss that many people off?


Because it's an extremely polarizing weapon. Geddit? Polarizing? Hurhur.

They absolutely decimate new and bad players but don't do well consistently against good ones.

#144 Dragonporn

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Posted 29 June 2018 - 08:01 AM

View PostWil McCullough, on 29 June 2018 - 07:47 AM, said:

Because it's an extremely polarizing weapon. Geddit? Polarizing? Hurhur.

They absolutely decimate new and bad players but don't do well consistently against good ones.


I see, so lurms are in right place at the moment in terms of balance, and long-range artillery weapons with very particular application doesn't really need any buffs (or nerfs). What's to discuss here?

#145 Eisenhorne

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Posted 29 June 2018 - 08:58 AM

View PostDragonporn, on 29 June 2018 - 08:01 AM, said:


I see, so lurms are in right place at the moment in terms of balance, and long-range artillery weapons with very particular application doesn't really need any buffs (or nerfs). What's to discuss here?


Pretty much nothing. They are extremely situational, making them a poor choice for quick play, because you don't know the map or mission going in. It's like taking an ER Laser boat, just a bad choice for quick play. They are actually useful in a few faction play situations though, but most people who love LRM's stay away from FP like it's the damn plague. People just want to LRM to their hearts content regardless if it's appropriate for the map or not, and are going to keep complaining until all maps are like Polar, or LRM's are so powerful that a single salvo can cripple a mech.

#146 Y E O N N E

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Posted 29 June 2018 - 09:05 AM

View PostEisenhorne, on 29 June 2018 - 08:58 AM, said:

They are extremely situational, making them a poor choice for quick play, because you don't know the map or mission going in.


Not that situational. Take a Clan 'Mech, hang out with your team about 300-400 meters from the enemy, and rake in an easy 1k every match.

#147 Eisenhorne

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Posted 29 June 2018 - 09:19 AM

View PostYeonne Greene, on 29 June 2018 - 09:05 AM, said:


Not that situational. Take a Clan 'Mech, hang out with your team about 300-400 meters from the enemy, and rake in an easy 1k every match.


Wouldn't ATM's do that better though?

#148 Kubernetes

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Posted 29 June 2018 - 09:41 AM

View PostVerilligo, on 29 June 2018 - 06:55 AM, said:

Similar experience here. I typically run 6 back armor on assaults, 4 on heavies and some lights, and as little as 2 on some mediums and most lights. The higher back armor on the extreme lights is mostly useful for enduring Arty/Airstrike damage because you have such little structure that a bad luck double-hit can instantly kill. Ever since they reduced the length of the bombing path on airstrikes, though, it hasn't been nearly as worrisome.


This is pretty much how I run now. I used to go down to 1 or 2 rear armor, but had some bad experiences with arty in faction.

#149 Y E O N N E

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Posted 29 June 2018 - 09:43 AM

View PostEisenhorne, on 29 June 2018 - 09:19 AM, said:


Wouldn't ATM's do that better though?


No, because they can't shoot over cover like LRMs can. You would have to pop-tart with them, which exposes you to more return fire. Plus, they get mulched by AMS much faster, and they have a hard dead-zone to be exploited where LRMs do not.

#150 Gas Guzzler

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Posted 29 June 2018 - 09:49 AM

LRMs are irritating, as are people who main LRM boats and are somehow proud of it (lol?). Doesn't stop me from doing my thang though, and I don't run radar derp or AMS.

#151 Mystere

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Posted 29 June 2018 - 09:54 AM

View PostMr Steinbrenner, on 28 June 2018 - 06:54 PM, said:

Ok plodder assaults sitting at the back are topping damage and kills pretty consistently now. sorry but thats not good, lurms need a nerf.


Kill the spotters. If you don't, your team deserve it. <shrugs>

Edited by Mystere, 29 June 2018 - 10:07 AM.


#152 Gas Guzzler

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Posted 29 June 2018 - 09:58 AM

View PostMystere, on 29 June 2018 - 09:54 AM, said:


Kill the spotters. If you don't, your deserve it. <shrugs>


That's more of a team thing TBH.. not that I'm arguing that LRMs need a nerf.

#153 East Indy

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Posted 29 June 2018 - 10:02 AM

LRMs are all-powerful or totally ineffective because indirect fire deals as much damage as direct fire.

Sheer surfaces that totally block missiles from one direction can be found here and there, but most cover is situational and can be overcome by an enemy with a primary lock.

Problem is, that enemy usually isn't a spotter or anything so intentional, but simply that one guy you share line-of-sight with. In practical terms, in Solo Queue games, players hang back for fear of having just one LoS lock end their match as LRM boats behind a mountain halfway across the map click over and over with their free lock.

Reduce the damage of missiles when hitting with a secondary lock. Makes perfect sense in lore; imperfect trajectory means the warhead doesn't detonate as effectively. If the game code is smart enough to track when a lock is primary and when it's secondary, reduce damage per time in secondary and recover damage per time when back in primary. Make those no-help guys driving ice cream trucks in the back deal 33% damage. Again, Reduce the damage of missiles when hitting with a secondary lock. I'll keep posting this until PGI reads and tries it.

#154 Mystere

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Posted 29 June 2018 - 10:09 AM

View PostGas Guzzler, on 29 June 2018 - 09:58 AM, said:

That's more of a team thing TBH.. not that I'm arguing that LRMs need a nerf.


I had written "your" when I really meant to write "your team".

Post fixed. Posted Image

#155 So You Say

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Posted 29 June 2018 - 11:21 AM

You can get hit with LRM'S when you are completely behind cover due to the high arch of the missiles. This is the thing I dislike about them. Its not that I have to just find cover. I have to find cover that is quite a bit taller than your mech. If you look at the majority of cover in this game is too stubby to thwart LRM's. That is what makes Solaris City so LRM user unfriendly, all of the tall cover makes it easy to find refuge.

#156 Lykaon

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Posted 29 June 2018 - 11:52 AM

View PostEisenhorne, on 28 June 2018 - 10:15 PM, said:


So.... you won because the other team was terrible and ran out into the open.



I know this may be very difficult to grasp for many "skilled" players but, There is a difference between being terrible and getting tricked into making a mistake that is exploitable.

The other team wasn't terrible at all they thought they were at an advantage they thought they were winning when they were in fact getting set up.


View PostEisenhorne, on 28 June 2018 - 10:15 PM, said:

or in coordinated efforts on certain maps like Polar, Alpine, Boreal, or Caustic.



Oh maybe you do understand since...

This was my whole point. I keep running across a severe disconnect between what people want to be contrary to and what was actually said/typed.

Are people getting dumber or more willfully obtuse?

#157 Eisenhorne

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Posted 29 June 2018 - 12:19 PM

View PostLykaon, on 29 June 2018 - 11:52 AM, said:



I know this may be very difficult to grasp for many "skilled" players but, There is a difference between being terrible and getting tricked into making a mistake that is exploitable.

The other team wasn't terrible at all they thought they were at an advantage they thought they were winning when they were in fact getting set up.





Oh maybe you do understand since...

This was my whole point. I keep running across a severe disconnect between what people want to be contrary to and what was actually said/typed.

Are people getting dumber or more willfully obtuse?


If you're tricked into waddling into the open to die to lurms, you are bad, or making a big mistake. Or you underestimate the opponent. In any case, it's an easily preventable mistake that your opponents made, not something you can really attribute to grand "strategy". Besides, it's group queue quick play. Most people that go there just go to screw around. Even if you beat a bunch of generally good players with LRM's, it proves nothing. Just try using LRM's in a comp 8v8 match on Tourmaline, see how good you do. Or in 12v12 FP against a team that knows what they're doing and takes appropriate mechs. LRM's aren't completely useless there, but they will lose to direct fire.

I'm not being dumb or obtuse here, I'm just saying it's a logical fallacy to state that because you coordinated in group quick play and beat some players you say are good it's any sort of proof that LRM's arent a lower tier weapon system that is out performed by most other setups in most situations. You decided to go LRM's in quick play... what happens if you get Solaris City? Oh well, you just lose? Don't take highly situational setups to quick play, otherwise you're just going to drag your team down more often than not.

#158 Astrocanis

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Posted 29 June 2018 - 12:38 PM

LOL - I just got out of a QP where my nova had 3ams and 6 tons of ammo. I was out by halfway through the match.

/sigh

#159 Tesunie

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Posted 29 June 2018 - 12:58 PM

View PostEast Indy, on 29 June 2018 - 10:02 AM, said:

Reduce the damage of missiles when hitting with a secondary lock. Makes perfect sense in lore; imperfect trajectory means the warhead doesn't detonate as effectively. If the game code is smart enough to track when a lock is primary and when it's secondary, reduce damage per time in secondary and recover damage per time when back in primary. Make those no-help guys driving ice cream trucks in the back deal 33% damage. Again, Reduce the damage of missiles when hitting with a secondary lock. I'll keep posting this until PGI reads and tries it.


I think spread should be increased when indirect, compared to damage (which, in turn, does reduce damage overall).

Adjusting spread makes more sense than adjusting damage straight up, yet yields similar results.

#160 HammerMaster

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Posted 29 June 2018 - 01:05 PM

Many many MANY of us (lrm advocates and haters) stated IMPLICITLY they we want better missiles IN LOS and worse missles OUT of LOS. Pgi stated they WOULD NOT spend time on an LRM overhaul that their whales and competitive crew (why do they listen to these guys again ?) And forum soldiers asked for time and again. So take that for what you will.





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