Patch Notes - 1.4.176.0 - 17-Jul-2018
#301
Posted 18 July 2018 - 09:56 AM
History is repeating itself and PGI never, EVER seems to learn any lessons from the community that provides them with money to live. LRM buffs? It's almost as if you're trolling the community. You cherry pick small bits out of the community balance doc that doesn't work when you ignore and fail with everything else on the list.
Either make one final push to clean out all the whale's wallets and close shop, or hire someone who's serious about making the game better (and actually knows what the hell they're doing). Dane, Tarogato, hell almost *any* Tier 1 potato could find the dart-board blind folded better than whoever is responsible for this garbage.
#302
Posted 18 July 2018 - 11:54 AM
Bluttrunken, on 18 July 2018 - 09:12 AM, said:
As it is now, the team with the heaviest boats wins, as all teams are probably littered with LRM boats.
The only thing you do is chasing away players which either a) don't want to take part in your ridiculous strike b ) don't know about it anyway. If you want to ruin the fun for everybody and bring this game closer to the brink, have fun, you're on a good way.
There's no such thing than talking about it like mature people? Numbers, data, analytical proof? I'll sit this out and won't play for a week or something. Cya.
You are absolutely right that the buffs were not big, its that people cry over a nerf to spread and cheer the buff. Some of these people brag about how effective they can be at 800m+ with lrms..
LRMs are divisive because there is nothing else in the game quite like them. You can amass great numbers while remaining relatively untouched. You become useless easily. You become helpless easily and yet people keep coming back to boating them.
If the game had the tactical wherewithal to force us into coherent teams (i.e. role warfare) I suppose it would be different, having an "indirect fire queue" but also a spotter queue, etc... but we don't.
#303
Posted 18 July 2018 - 03:12 PM
Never seen so many lerms, place finally looks like a real battlefield with proper shade.
Personally I feel lrms are about the same
Its just that every cat and his dog have joined the LRM hysteria bandwagon and switched to LERMS for a bit.
So more easy targets to core out wid direct fire if I so choose.
Doh I'm partial to some narc lerming part time, dark skies lately good weather for narc
Edited by OZHomerOZ, 18 July 2018 - 03:14 PM.
#304
Posted 18 July 2018 - 03:27 PM
#305
Posted 18 July 2018 - 03:33 PM
#306
Posted 18 July 2018 - 04:24 PM
https://mwomercs.com...uffs-d-nerfs-d/
Just food for thoughts? I don't know if they suggested anything like this in the community balance document lol
#307
Posted 19 July 2018 - 05:09 AM
MovinTarget, on 18 July 2018 - 08:55 AM, said:
Anytime they even give LRMs the slightest bump, the boaters come out of the woodwork... That's why many of us that don't even like lrms are flooding the game with them to prove the point that they are abused and to get people to cry about them as much as possible.
If you want them as a deterrent, fine, but LRM90 NovaCats with no backup weapons? Get out of here in QP...
Maybe what they should do is make rewards in QP be well rounded so you can't really get 100% of your cbills/XP w/o performing X out of Y things in a game... It has to be easy enough to accomplish that you can qualify with any mech, but specific enough that "sit in the back and do nothing but fire missiles" won't cut it.
That Nova Cat your talking about comes with 2 ERMed's.
I also get tired of hearing how they just in the back firing missiles. I don't know how many times I see assaults with AC builds sitting back doing the same thing.
#308
Posted 19 July 2018 - 06:11 AM
#309
Posted 19 July 2018 - 07:19 AM
*As a causal player*
1. Playing as a LRM boat is easier, less stress on the hand, can farm longer
2. Damage is pretty high, money is good, makes them feel good about themselves
3. They don't have to make tough decisions like when to push, when to poke, all they have to do is to left click upon lock-on
*As an expirenced player*
1. Playing lurms from a frontline, actively sharing armor and negating ECM, putting up UAVs etc.
2. Maximizing damage by firing lurms from 300m for an insane DPS resulting in 1500+ dmg per QP match or 3000-4000dmg in FP
3. Playing lurms in a FP group with NARC mechs where first wave has LRM480-560 at disposal (6 or 7 x LRM80) and NARC which completely obliterates any resistance getting 30:2 results in the first 10 minutes.
Process that.
PS. For those who won't use LRMs - you hate winning, love losing? Most of the guys here want to win by any means, you're just saying: Oh well please don't r4p3 us, we know you can but please be fair! Dude WAR IS NOT FAIR, it's up to the developer to fix the above.
Edited by Ninjah, 19 July 2018 - 07:28 AM.
#310
Posted 19 July 2018 - 07:44 AM
This build get 600dmg pretty fast before being killed by lights, and 1000-1100dmg for full fight. Its like 15% + more than year ago, I think its due to AMMO skill and Cooldown skill.
After this patch I expect to get 1500dmg for full fight, and 1800 max.
#311
Posted 19 July 2018 - 09:54 AM
Fix it please!
#312
Posted 19 July 2018 - 12:01 PM
#313
Posted 19 July 2018 - 12:01 PM
Storky, on 19 July 2018 - 07:44 AM, said:
This build get 600dmg pretty fast before being killed by lights, and 1000-1100dmg for full fight. Its like 15% + more than year ago, I think its due to AMMO skill and Cooldown skill.
After this patch I expect to get 1500dmg for full fight, and 1800 max.
Try 3xALRM15. I crossed 1800 with that a couple months ago:
https://s3.amazonaws...18-20.04.23.jpg
https://s3.amazonaws...18-20.04.49.jpg
https://s3.amazonaws...18-20.04.35.jpg
Edited by Horseman, 19 July 2018 - 12:07 PM.
#314
Posted 19 July 2018 - 01:59 PM
Apollo777, on 19 July 2018 - 09:54 AM, said:
Fix it please!
Lol, had the same 2 hours ago, was funny like 5 y.o. kidd at the driving seat
Horsemann, 4 packs no less need if you like pushing style in front of nascar. 3 packs for indirect support. Sometimes I loosing one and playing with 3xALRM15 - its not comfortable. With 4 packs I'll overshoot any mech except dakka-assault or 60+ alpha vomit at +/-400meters
#315
Posted 19 July 2018 - 02:54 PM
#316
Posted 19 July 2018 - 02:59 PM
#317
Posted 20 July 2018 - 11:49 AM
#318
Posted 21 July 2018 - 08:24 AM
Next point of complaint: AMS.for the love of god give this horrid little thing a line of sight check,i'm sick of LRM being shot down by a carrier behind a house or even underground
ATMs: hit points of the missiles and launch behaviour renders them close to useless if even a single ams is around.plus either i'm imaginening things,or they deal less damage than pre patch
Crit system: still a laughing stock in favour of mgs
Edited by Serenna187, 21 July 2018 - 08:25 AM.
#319
Posted 21 July 2018 - 10:33 AM
InnerSphereNews, on 13 July 2018 - 05:34 PM, said:
The following new bolt-ons have been added to all retrofitted 'Mech chassis:
- Dorsal Fins
- Head Trophies (Inner Sphere)
- Head Trophies (Clan)
- Jet Engine (Single)
- Jet Engine (Double)
- Jet Engine (Triple)
- Exhaust Pipes (Black)
- Exhaust Pipes (Chrome)
- Knuckles (Right & Left)
- Chainsaw Hand (Right & Left)
- Chainsaw Forearm (Right & Left)
I have yet to see a mech other than Zeus that would support Dorsal Fins. A fair number of bolt-on-enabled chassis do not show an option for either Chainsaw or Exhaust Pipe bolt-ons either, so something's wrong there.
#320
Posted 21 July 2018 - 10:53 AM
http://sendvid.com/550kd4gb
http://sendvid.com/3h4iuihk
I made these videos during my last match at GMT+2 20:43/21th July, 2018.
9 user(s) are reading this topic
0 members, 9 guests, 0 anonymous users