Jump to content

Lurm Spam


377 replies to this topic

#61 Wil McCullough

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,482 posts

Posted 27 June 2018 - 06:19 PM

View PostTesunie, on 27 June 2018 - 06:09 PM, said:


You did ask "Can you link me to a quote or article for an official stance regarding its "intended application"?" Seen as this game is heavily based on TT, as well as lore from BT... that is a source or article about LRM's "intended application".

In TT, LRMs where better at direct fire. Far better than they were at indirect fire.


Maybe i should have been more specific and said "pgi or pgi representative" instead of "official".

Point still stands.

Mwo weapon values and behavior (among other things) are very far from tt values and "lore". Tt machine guns deal as much damage as an ac2 for example. The argument of "a weapon should behave this way because that was the intention of it in tt" would break the game. That argument would mean clan mechs would vastly outperform is mechs.

#62 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,736 posts
  • LocationSeraphim HQ: Asuncion

Posted 27 June 2018 - 06:33 PM

View PostWil McCullough, on 27 June 2018 - 06:19 PM, said:

Maybe i should have been more specific and said "pgi or pgi representative" instead of "official".

Point still stands.

Mwo weapon values and behavior (among other things) are very far from tt values and "lore". Tt machine guns deal as much damage as an ac2 for example. The argument of "a weapon should behave this way because that was the intention of it in tt" would break the game. That argument would mean clan mechs would vastly outperform is mechs.


I'm not saying it's how it is in the game, but rather how it is in many other sources of Battletech.

MW:O's LRMs are actually special ammunition Homing LRMs in lore. We also all have C3 networks (very limited versions at least) with the way we share target data.

I will comment though, I use LRMs in direct fire situations to great effect. Too many people use them as you seem to describe, which honestly is one of the worse ways to do it. Indirect only, typically at far greater ranges outside "optimum".

LRMs are better in direct fire, even in this game. They, by tradition, should be better at direct fire, though capable of indirect fire (typically at the cost of accuracy). In this game though (baring Artemis), LRMs are just as effective (if they hit) if fired directly as they are indirectly.


I've said it before on these forums, so I'll say it again here, it's often how you use something. LRMs can be useful.


On the notation of lore and how it effects this game, you do have to realize this is a first person shooter game without respawns, with set equal number of players on each side. For the sake of game balance, some things must change. In the case mentioned above, Clans may have been intended to be superior (FYI: even the creator of BT says he wished he hadn't made the Clans that way and would fix it if he could), but they can't be here in this type of environment.

We can draw inspiration from things for this game from TT (which is exactly what PGI did), without copying it exactly. Not everything from a turn based strategy game can nor will translate exactly into a first person shooter video game.

Doesn't make us wrong in saying that LRMs are traditionally a direct fire weapon first, with indirect capabilities. Traditionally speaking, TT and lore are each tradition. It is the source for everything Battletech related, even if it wasn't translated into this game directly.



Not quite sure why this seems to be such a subject of contention... It's true even in this game (going back to the original statement) LRMs are in fact a direct fire weapon, with indirect fire capabilities. It's also a homing based weapon that can fire without any required locks.

#63 Wil McCullough

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,482 posts

Posted 27 June 2018 - 07:01 PM

View PostTesunie, on 27 June 2018 - 06:33 PM, said:


I'm not saying it's how it is in the game, but rather how it is in many other sources of Battletech.

MW:O's LRMs are actually special ammunition Homing LRMs in lore. We also all have C3 networks (very limited versions at least) with the way we share target data.

I will comment though, I use LRMs in direct fire situations to great effect. Too many people use them as you seem to describe, which honestly is one of the worse ways to do it. Indirect only, typically at far greater ranges outside "optimum".

LRMs are better in direct fire, even in this game. They, by tradition, should be better at direct fire, though capable of indirect fire (typically at the cost of accuracy). In this game though (baring Artemis), LRMs are just as effective (if they hit) if fired directly as they are indirectly.


I've said it before on these forums, so I'll say it again here, it's often how you use something. LRMs can be useful.


On the notation of lore and how it effects this game, you do have to realize this is a first person shooter game without respawns, with set equal number of players on each side. For the sake of game balance, some things must change. In the case mentioned above, Clans may have been intended to be superior (FYI: even the creator of BT says he wished he hadn't made the Clans that way and would fix it if he could), but they can't be here in this type of environment.

We can draw inspiration from things for this game from TT (which is exactly what PGI did), without copying it exactly. Not everything from a turn based strategy game can nor will translate exactly into a first person shooter video game.

Doesn't make us wrong in saying that LRMs are traditionally a direct fire weapon first, with indirect capabilities. Traditionally speaking, TT and lore are each tradition. It is the source for everything Battletech related, even if it wasn't translated into this game directly.



Not quite sure why this seems to be such a subject of contention... It's true even in this game (going back to the original statement) LRMs are in fact a direct fire weapon, with indirect fire capabilities. It's also a homing based weapon that can fire without any required locks.


The.contention is the word "intended".

You (in a broader sense) can't say this is how the weapon is intended to be used without showing that yes, this is how the designer intended it. This often involves a quote. Most quotes point to pgi intending it to be an indirect fire, long range weapon. Paul has even come out and said he wouldn't buff lurms because t5s would experience another lurmageddon. Basically they've recognized that indirect fire, long range use of lurms is the "defacto" use of the weapon and are balancing according to that. That shows the intent for the weapon to fill the indirect fire, long range role.

Unless someone can produce a quote from paul, russ or chris saying something to the tune of "lurms are supposed to be direct fire weapons with a secondary indirect fire capability", the argument of "what you're doing isn't the intended way to use it THIS is the intended way to do it" falls apart.

Now if what was said was "that isn't the most EFFECTIVE way to use the weapon, THIS is", i would be in agreement.

I agree that lurms are better as direct fire weapons than indirect. But they also suck in direct fire compared to other direct fire weapons. That is an objective statement. Saying "but i use it to great effect" is a subjective one abd has no place in weapon performance.

As an example, just because i'm an incredible nerf gun shot who can calculate wind, trajectory and whatnot to blap someone in the eye 200m away doesn't make the nerf gun suddenly a viable weapon to use in a gunfight against actual rifles that can do the same.

Ok that's a pretty ingenius example so i'll use another, more relevant one. Good players can use spls to harvest lots of robot per game. That doesn't mean the spl isn't in a bad place. The weapon has been nerfed to ****.



#64 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,736 posts
  • LocationSeraphim HQ: Asuncion

Posted 27 June 2018 - 07:39 PM

View PostWil McCullough, on 27 June 2018 - 07:01 PM, said:

The.contention is the word "intended".

You (in a broader sense) can't say this is how the weapon is intended to be used without showing that yes, this is how the designer intended it. This often involves a quote. Most quotes point to pgi intending it to be an indirect fire, long range weapon. Paul has even come out and said he wouldn't buff lurms because t5s would experience another lurmageddon. Basically they've recognized that indirect fire, long range use of lurms is the "defacto" use of the weapon and are balancing according to that. That shows the intent for the weapon to fill the indirect fire, long range role.

Unless someone can produce a quote from paul, russ or chris saying something to the tune of "lurms are supposed to be direct fire weapons with a secondary indirect fire capability", the argument of "what you're doing isn't the intended way to use it THIS is the intended way to do it" falls apart.

Now if what was said was "that isn't the most EFFECTIVE way to use the weapon, THIS is", i would be in agreement.

I agree that lurms are better as direct fire weapons than indirect. But they also suck in direct fire compared to other direct fire weapons. That is an objective statement. Saying "but i use it to great effect" is a subjective one abd has no place in weapon performance.

As an example, just because i'm an incredible nerf gun shot who can calculate wind, trajectory and whatnot to blap someone in the eye 200m away doesn't make the nerf gun suddenly a viable weapon to use in a gunfight against actual rifles that can do the same.

Ok that's a pretty ingenius example so i'll use another, more relevant one. Good players can use spls to harvest lots of robot per game. That doesn't mean the spl isn't in a bad place. The weapon has been nerfed to ****.


Here is were you have the issue. PGI has stated that this game was going to hold it's roots to as much of it's core game (TT) and lore as it could, while still providing as much of a fun video game as it could. They realized that not everything would translate over exactly, as it never has on any MW title to date, even if TT was the reference.

With that statement already mentioned, then PGI has already referenced that TT rules are the basis of this game, thus how LRMs were used in TT was it's "intended use", even if that isn't how it became when transferred into the game. Then again, TT is not MW:O, as we both agree.

As far as PGI's refernece to not wanting to buff LRMs much more because of T5 play levels is not indicative of how LRMs may have been intended to be used, but more of a statement of how LRMs are being used.

For an example, Gauss Rifles. Before we had charge up mechanic and higher explosion chance added in, Gauss was often used as a brawling weapon that produced nearly no heat. It was replacing AC20s as a brawling weapon. It was never intended to be used in such a manner, and TT indicates that it shouldn't be able to be used as such. However, that was how players where using it (before PGI made changes). That doesn't mean (at that time) that Gauss wasn't intended to be a sniper weapon, just that it was able to be used as a brawling weapon even if that wasn't it's intention.

How a weapon is used by players often doesn't perfectly represent how it may have been intended to be used nor it's original (reference TT again) purpose. Even in this game, as mentioned previously by myself, LRMs can and are in fact still direct fire weapons. They can perform indirect fire, and all too often players perceive this strength as "it's only purpose", often to the point were they might avoid potentially beneficial positions or actions to use their "optimized" build indirectly "only".

(Sorry, no. I'm not going to go back 5+ years into this game's announcements/history/whatever to try and drum up what might have been said in closed beta... A bit much of an expectation for something like this.)



LRMs can be effective in direct fire engagements, depending upon the situation and use. Their strength is their flexibility in being able to home in as well as indirect fire. They pay for this flexibility in usage and tactics by falling behind other direct fire weapons in other area's, such as determining where damage will be placed (accuracy), spread, velocity, etc.

Just because they can be used indirectly, doesn't mean they are an indirect only weapon, nor that indirect was it's main goal. Personally, I find they make great terror weapons, are able to shoot over allies in congested fire lines and... as a side note... Artemis only works in direct line of sight (for everything but faster missile lock on times), which should be another indicator that LRMs are in fact a direct fire weapon (with indirect options). (FYI: Even if you say LRMs are an indirect fire weapon with direct fire capabilities, it's still a true statement.)

#65 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 27 June 2018 - 08:03 PM

View PostWil McCullough, on 27 June 2018 - 06:19 PM, said:

Maybe i should have been more specific and said "pgi or pgi representative" instead of "official".

Point still stands.

Mwo weapon values and behavior (among other things) are very far from tt values and "lore". Tt machine guns deal as much damage as an ac2 for example. The argument of "a weapon should behave this way because that was the intention of it in tt" would break the game. That argument would mean clan mechs would vastly outperform is mechs.


Individual Quality vs. Strength in Numbers

I have absolutely no problem with that.

#66 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,736 posts
  • LocationSeraphim HQ: Asuncion

Posted 27 June 2018 - 08:08 PM

View PostMystere, on 27 June 2018 - 08:03 PM, said:


Individual Quality vs. Strength in Numbers

I have absolutely no problem with that.


You might not. I might not. MM on the other hand does have a problem with that... Posted Image

Edit: Do also recall that Clans had their honor code, which also helped balance out their advanced tech (when they felt like using it). Just... as an add on more than anything else.

Edited by Tesunie, 27 June 2018 - 08:09 PM.


#67 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 27 June 2018 - 08:09 PM

View PostQuandoo, on 27 June 2018 - 02:33 PM, said:

LRMs were never underpowered, they were simply used the wrong way. You have to move with your team and focus mechs 300-500m away, not shoot over 1000m. After patch I can pull off 900-1000dmg each game with LRM80 if im in a good mood.


How many LRMS were used by the best teams in MWOWC 2016 and 2017?

View PostXDevilsChariotX, on 27 June 2018 - 02:42 PM, said:

lrms are so bad we should just ask to remove them. would make everyone happy, no?


LRMS are so bad people immediately cry on the forums after getting hit by them. Posted Image

#68 BrunoSSace

    Member

  • PipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 1,032 posts
  • Twitch: Link
  • LocationAustralia

Posted 27 June 2018 - 08:25 PM

I believe Lrms are a good place atm. They arnt super easy to use like Lasers but with a bit of thought and work they can do wonders. Like always bring a tag and Beagal probe in all your Lrm carriers. Then bring back up weapons that you use in the fight. Ether lasers or srms what every your flavor. They are not a I win button like Laser Alpha, since they have so many things that can neglect them. While lasers fire and hit if you can aim. There is a skill to using Lrms correctly. Even tho some people are like fire and forget and they will get get you killed. Since you will forget where you are, become isolated from your team and then die to lights and fast mediums.
Stop hating on something thats not the issue when we should remove arty and air strikes from the game instead. Silly idea for a comsumable, they really should be reworked.


#69 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,736 posts
  • LocationSeraphim HQ: Asuncion

Posted 27 June 2018 - 09:03 PM

View PostBrunoSSace, on 27 June 2018 - 08:25 PM, said:

Like always bring a tag and Beagal probe in all your Lrm carriers.


Though I do not fault people for bringing TAG nor AP (Active Probe), I personally prefer more direct fire weapons to compliment my builds instead.

AP is the part I find is less important for LRMs, though still useful. It depends upon why you are taking it. It's good in the sense that you can still get locks if a single enemy ECM mech is nearby, and continue to LRM undisturbed (which can be a good thing and a bad thing sometimes).

However, just so there is no misinformation being passed around, AP doesn't do anything to reduce your missile lock on times. (This was the only reason I made this post.) It still has it's uses for LRMs, but please don't be confused into thinking it's making you get missile lock ons any faster.

#70 Lykaon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,815 posts

Posted 27 June 2018 - 09:29 PM

View PostKroete, on 27 June 2018 - 12:03 PM, said:

Its not useable, too hot.
Maybe try a build before you post it and give some claims.

If you take lrm80, you take 4 light weapons, 10 tons of ammo, cap, a big engine and lots of heatsinks,
the main holdback for lrms is heat. Even more if you want to overwhelm mass ams with alphafiring your lrm80.

If you want to combine ll (or lpls) you take at max. 4xlrm15 and even that its real hot. Tried it, as i tried the 4x20 and got back to simple 4xalrm15 with 4 mls for the best results the way i use my svn.



<sigh> and the failing to read and comprehend award goes to.....

#71 Wil McCullough

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,482 posts

Posted 27 June 2018 - 10:26 PM

View PostMystere, on 27 June 2018 - 08:03 PM, said:


Individual Quality vs. Strength in Numbers

I have absolutely no problem with that.


Game has a problem with that though. Every mech has a pilot and every pilot is a player in mwo.

No one wants to be the tomato can that gets kicked around. Player distribution will be super lopsided (even more than now).

Edited by Wil McCullough, 27 June 2018 - 10:35 PM.


#72 Wil McCullough

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,482 posts

Posted 27 June 2018 - 11:13 PM

View PostTesunie, on 27 June 2018 - 07:39 PM, said:


Reasonable stuff


What you said is the main reason why "use as intended" is a bad argument in discussing weapon balance.
Cos min-max-y players dun give two hoots about "intention". The gauss issue in mwo actually very closely resembles counterstrike's issue with the awp, which for everyone unaware of what it is, is an expensive sniper rifle that kills in a single shot.

Players didn't use it as a sniper rifle. Players used it as a super shotgun. Was it more effective as a super shotgun? No. But it was fun.

In mwo, low tier players are using lurms as almost solely a long range indirect fire weapon. Just because hammermaster doesn't want to call it an indirect, long rangr weapon doesn't mean it stops being one.

If it looks like a duck, quacks like a duck, you get the idea.

#73 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 27 June 2018 - 11:18 PM

View PostWil McCullough, on 27 June 2018 - 10:26 PM, said:

Game has a problem with that though. Every mech has a pilot and every pilot is a player in mwo.

No one wants to be the tomato can that gets kicked around. Player distribution will be super lopsided (even more than now).


Obviously you've never met -- or forgotten about -- the other Founders who wanted to face the full might of the clans. Posted Image

*******************

Hey, JM, are you still around?

#74 Wil McCullough

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,482 posts

Posted 27 June 2018 - 11:45 PM

View PostMystere, on 27 June 2018 - 11:18 PM, said:


Obviously you've never met -- or forgotten about -- the other Founders who wanted to face the full might of the clans. Posted Image

*******************
8
Hey, JM, are you still around?


For every one willing to take.up the challenge, there's gonna be twenty "munchkins" in clan assaults waiting to squush them like so many coke cans

Lol

#75 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,446 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 27 June 2018 - 11:48 PM

After reading most of this thread (and others like it), here's what it all seems to boil down to:

People hate LRMs and call them "anti-fun" because of the following reasons:

1) They don't know how to counter them

2) They get caught out of position alot

3) They can't shoot back at LRM boats in cover and it pisses them off

4) When being shot by LRMs, they have to either take damage or stay in cover, and that pisses them off.

5) They have to assign tonnage to anti-LRM things like ECM, and AMS, and it gimps their mech loadouts cose' they can't have even more absurd in-your-face alphas, so that pisses them off.

6) They want LRM boat players to be their meat shields, and when they don't get that, it pisses them off.

7) Most of the top-tier gods hate on LRM boaters for the above reasons, so they jump on the peer pressure bandwagon and hate on lurmers cose' it's easy to do so and feel all big and stronk.

8) LRM boats in deep cover 900 meters away are hard to smash in the face with 270 meters or less weapons, so that pisses them off

9) LRMs are great at kill stealing, and great at scoring KMDDs, so that takes the glory away from people, and pisses them off

10) LRMs are a "give them nothing and take them of everything" type weapon, and some people don't like to be taken of everything, so it pisses them off..

Conclusion - there is absolutely nothing wrong with LRMs. If you know how to use them, you can have loads of fun. If you know how to counter them, you can have loads of fun.

BUT

If you're a spoiled, individualistic player who only wants to face-smash, and wants to completely disregard the concept of artillery, then LRMs will not be fun for you.

I'm sure first-line trench grunts in the army, who are taking shell fire, mortar fire or guided missile fire probably also think those weapons are noob weapons and OP weapons, and that the guys firing artillery should come and share armor.

Edited by Vellron2005, 27 June 2018 - 11:48 PM.


#76 Greyboots

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 396 posts

Posted 28 June 2018 - 12:15 AM

View PostThe Blood God, on 26 June 2018 - 03:35 PM, said:

the game just isn't fun to play because of it and everything it brings


Been seeing this comment regularly since I started playing which is a couple of years now. "Get used to it" is, thus far, the most appropriate and effective response.

#77 Wil McCullough

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,482 posts

Posted 28 June 2018 - 01:02 AM

View PostVellron2005, on 27 June 2018 - 11:48 PM, said:

After reading most of this thread (and others like it), here's what it all seems to boil down to:

People hate LRMs and call them &quot;anti-fun&quot; because of the following reasons:

1) They don't know how to counter them

2) They get caught out of position alot

3) They can't shoot back at LRM boats in cover and it pisses them off

4) When being shot by LRMs, they have to either take damage or stay in cover, and that pisses them off.

5) They have to assign tonnage to anti-LRM things like ECM, and AMS, and it gimps their mech loadouts cose' they can't have even more absurd in-your-face alphas, so that pisses them off.

6) They want LRM boat players to be their meat shields, and when they don't get that, it pisses them off.

7) Most of the top-tier gods hate on LRM boaters for the above reasons, so they jump on the peer pressure bandwagon and hate on lurmers cose' it's easy to do so and feel all big and stronk.

8) LRM boats in deep cover 900 meters away are hard to smash in the face with 270 meters or less weapons, so that pisses them off

9) LRMs are great at kill stealing, and great at scoring KMDDs, so that takes the glory away from people, and pisses them off

10) LRMs are a &quot;give them nothing and take them of everything&quot; type weapon, and some people don't like to be taken of everything, so it pisses them off..

Conclusion - there is absolutely nothing wrong with LRMs. If you know how to use them, you can have loads of fun. If you know how to counter them, you can have loads of fun.

BUT

If you're a spoiled, individualistic player who only wants to face-smash, and wants to completely disregard the concept of artillery, then LRMs will not be fun for you.

I'm sure first-line trench grunts in the army, who are taking shell fire, mortar fire or guided missile fire probably also think those weapons are noob weapons and OP weapons, and that the guys firing artillery should come and share armor.


This is mwo not real world.

Mwo universe is in a state where armor far surpasses advances in weaponry. It takes a lot of concentrated lurm fire on a target over an extended period of time to take it down. In an environment where everyone is wearing padded armor and wielding pillows and nerf guns, pillow wielders will get annoyed with being smacked about the head with pillows while the nerf gun shooters at the back keep their armor pristine.

In real life, weapon advances outstrip armor. When everything from a bullet to shrapnel to missiles and artillery shells can kill you in a single hit, indirect fire is god.

You're conflating the two just like you're conflating the group that thinks lurms are op and the group that thinks lurms are underpowered.

Low skill, bad players think lurms are op because they don't know how to react to them and/or make bad decisions which result in them being punished by lurms. For example, charging across an open field alone. These are the guys that think lurming is ezmode.

Better, experienced players think lurms are underpowered because they lose in direct fire situations and long flight times, invulnerable cover, the availability of more than 20 hard counters and lack of pinpoint damage mean lurmers are out-traded and under-perform in almost every situation.

We've had this conversation before.

The weapon is a low skill floor, low skill ceiling kinda weapon. It is this combination you seem unable to understand despite repeated attempts at explaining to you.

#78 Anastasius Foht

    Member

  • PipPipPipPipPipPip
  • Hell Fork
  • Hell Fork
  • 247 posts

Posted 28 June 2018 - 02:50 AM

Lrms are okish, undirect nerf to them is not dmg or velocity, its maps where it hard to use them. Buyed Archer-2R recently, running with 2xLRM15+A, every Solaris map i died horribly (autolose 75% of time) with ~100/150 dmg from my 6xERSL vs some Cyclops with 4xLBX10 or nasty scouts, also Mining collective/Rubelite oasis are troublesome maps. Do not feel overpowered in rest of maps at all, once spent around 250+ rockets to kill lightly wounded firestarter in Tourmaline desert, add to that every enemy scout run to ur place to punish you (lurmboat! lets kill him), ~20% of shots hit ground and you barely can affect that. Only advantage i can clearly see - you can support almost any ally mech in any direction, so you virtually present in whole 1000m radius (i usually check radar for lights that jump on my slow assaults and support them with rain of fire). Also assault lurmboats very uneffective, you get ur damage but you drag your team to lose. Best lurmers its mechs like Archer/Mad Dog, can boat some lasors to defend themself, decent speed, hand-placed weapons to shot speedrunners etc.

#79 Kroete

    Member

  • PipPipPipPipPipPipPip
  • 931 posts

Posted 28 June 2018 - 03:27 AM

View PostAnastasius Foht, on 28 June 2018 - 02:50 AM, said:

Also assault lurmboats very uneffective, you get ur damage but you drag your team to lose. Best lurmers its mechs like Archer/Mad Dog, can boat some lasors to defend themself, decent speed, hand-placed weapons to shot speedrunners etc.

Even assault lrmboats are good enough to get to the 90-95%,
depends on how you build and use them.

Maddogs are still good enough for lrms, but you must sacrifice something to get enough tubes,
40/45 tubes are sometimes a little to low to fight against the mass ams you meet in some matches.
But with "normal" ams covering, even a catapult with only 30-40 tubes can do good.

About the maps:
Rubbelite and solaris need some more work with lrms,
alpine, polar and caustic are easy and the rest is ok for me.

Edited by Kroete, 28 June 2018 - 03:34 AM.


#80 TWIAFU

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 4,011 posts
  • LocationBell's Brewery, MI

Posted 28 June 2018 - 03:48 AM

View PostVellron2005, on 26 June 2018 - 11:59 PM, said:



But regardless of what you do and how much you whine, troll or put lurmers down, LRMs are here to stay, and people like me will keep using them - to our satisfaction - against people like you.

See you on the other side of a lock-on.


And our satisfaction is targeting and killing people like you over and over and reading the salt.

Don't complain, cry, or whine anymore. Don't ask to be separated from others. Don't ask for special treatment.

Play your lerms, have fun as will the lerm hunters cause it is fun to end yours.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users