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This One Is For You Lrm Haters


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#1 Davegt27

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Posted 15 July 2018 - 01:34 AM

been seeing a lot of LRM hate

does not bother me I hardly ever get killed by LRMs
but to help you kids out
how to stop LRMs

1) I don't need locks
2) don't need an LRM boat just an LRM Mech
3) your not trying to kill anything but you want the red team to think
there are 10 LRM mechs out there

4) PGI will be along shortly to nerf you
5) the forums will light up saying do something about the LRMs
6) you have to sort of be seen using your LRMs, so don't sit back sight unseen

being seen helps people focus there hate

as the beef would say easy peasy

and no you cant grief anyone by using weapons that are designed
to be used in the game

Edited by Davegt27, 07 July 2019 - 01:19 PM.


#2 eminus

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Posted 15 July 2018 - 02:05 AM

LRMs! one mans trump is another mans putin

Edited by eminus, 15 July 2018 - 02:05 AM.


#3 Phoenix 72

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Posted 15 July 2018 - 02:56 AM

They see me lurmin...
They hatin...
Patrolling they tryin to catch me ridin' solo...
Tryin to catch me ridin' solo...
Tryin to catch me ridin' solo...
Tryin to catch me ridin' solo...
Tryin to catch me ridin' solo...
My missiles so loud
I'm lurmin
They hopin that they gonna catch me ridin' solo...

Edited by Darakor Stormwind, 15 July 2018 - 03:01 AM.


#4 Daggett

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Posted 15 July 2018 - 03:53 AM

Song request for Heffay:

Lurmin', lurmin', lurmin'
Lurmin', lurmin', lurmin'
Lurmin', lurmin', lurmin'
Lurmin', lurmin', lurmin'
Dark skies!

Lurmin', lurmin', lurmin'
Though AMS are flashin'
Keep them missiles flyin', dark skies!

Despite cover, derp an' armor
Hellbent for matchscore
Wishin' my lance was by my side

All the things i'm missin'
Direct fire an' good aimin'
Are waitin' 'till i run another mech

Lock 'em on, rain 'em down
Rain 'em down, lock 'em on
Lock 'em on, rain 'em down
Dark skies!

Core 'em out, beat 'em up
Beat 'em up, core 'em out
Core 'em out, beat 'em up
Dark skies!

Keep movin', movin', movin'
Though they are disapprovin'
Keep them missiles flyin', dark skies!

Don't try to understand 'em
Just lock, lurm and kill 'em
Soon the salt will flowin' high an' wide

My heart's calculatin'
My missiles they are waitin'
Be waitin' 'till you leave your ECM

Lurmin', lurmin', lurmin'
Lurmin', lurmin', lurmin'
Lurmin', lurmin', lurmin'
Lurmin', lurmin', lurmin'
Dark skies!

Edited by Daggett, 15 July 2018 - 06:12 AM.


#5 Luminis

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Posted 15 July 2018 - 06:09 AM

People hate on a lock-on, indirect fire weapon in an FPS?

Say it ain't so!

#6 Agent of Change

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Posted 15 July 2018 - 06:18 AM

View PostLuminis, on 15 July 2018 - 06:09 AM, said:

People hate on a lock-on, indirect fire weapon in an FPS?

Say it ain't so!


In an fps that is a light simulation of multi roll future combat in which indirect fire would make sense to exist and is in fact part of the canon.

Maybe they should get over themselves.

#7 Daggett

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Posted 15 July 2018 - 06:18 AM

View PostLuminis, on 15 July 2018 - 06:09 AM, said:

People hate on a lock-on, indirect fire weapon in an FPS?

Say it ain't so!

Of cause they hate because they are usually coming from traditional twitch-fps where such weapons would be vastly overpowered considering the low hp-pools.

Maybe they just don't understand that MWO is a whole different FPS where positioning matters more than aim and reaction and which features high hp-pools that are much better suited to allow for indirect lock-on fire. Posted Image

Edited by Daggett, 15 July 2018 - 06:23 AM.


#8 Cy Mitchell

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Posted 15 July 2018 - 06:38 AM

That is the problem in a nutshell. MWO has gone so far down the FPS rabbit hole that now the FPS crowd that dominates what is left of this MechWarrior game wants to remove an entire weapon system from the game because it does not suit their idea of what a FPS game should play like.

They also refuse to mount ECM and AMS which counter LRMs because that would mean that they could not MAX out their Alpha damage capability.

I do not use LRMs. I have probably died to LRM 5-10 times in several hundred games. They are part of this game. There are hard counters for them. I do not see a problem with the recent changes.

#9 Novakaine

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Posted 15 July 2018 - 07:40 AM

Simply said Rampage.

#10 Revis Volek

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Posted 15 July 2018 - 07:57 AM

this thread...


Im glad all of you have the entire player base figured out. Why doesn't PGI just hire your guys? Russ should just quit honestly.

Because there is no in between, your either are mouth breather lore tards like yourselves or your are a CS GGO ho?

Please, Show us the intelligence level of this Thinking Mans Scooter some more?

Edited by Revis Volek, 15 July 2018 - 07:58 AM.


#11 razenWing

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Posted 15 July 2018 - 08:07 AM

View PostRampage, on 15 July 2018 - 06:38 AM, said:

That is the problem in a nutshell. MWO has gone so far down the FPS rabbit hole that now the FPS crowd that dominates what is left of this MechWarrior game wants to remove an entire weapon system from the game because it does not suit their idea of what a FPS game should play like.

They also refuse to mount ECM and AMS which counter LRMs because that would mean that they could not MAX out their Alpha damage capability.

I do not use LRMs. I have probably died to LRM 5-10 times in several hundred games. They are part of this game. There are hard counters for them. I do not see a problem with the recent changes.


You are missing the entire point of the outrage. No one is mad because of the buff to LRM alone. (and yes I agree with you that I see no issue with certain weapon groups being nerfed)

It's the simultaneous proposal on the PTS right now of incoming nerfs that has people peeved. A lot of us are frustrated at the grand picture, of the general direction the game is going, but you guys are simplifying the issue by saying, "o because of this tiny part of a larger picture, you guys are haters."

Buff lrms, don't nerf. I am ok with that.

#12 Luminis

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Posted 15 July 2018 - 08:30 AM

View PostAgent of Change, on 15 July 2018 - 06:18 AM, said:

In an fps that is a light simulation of multi roll future combat in which indirect fire would make sense to exist and is in fact part of the canon.

Might just be me, but MWO doesn't really deserve the "simulation" moniker, in my opinion. Light or otherwise. It's a first person shooter with a low skill ceiling. Having a cockpit, weapon groups and a heat bar doesn't turn a 12 v 12 arena deathmatch into a simulation of 31st century war.

That aside, regardless of whether the game might be considered a sim or not has very little influence on my opinion as to whether the current state of LRMs is beneficial to how the game plays or not.

View PostRampage, on 15 July 2018 - 06:38 AM, said:

I do not use LRMs. I have probably died to LRM 5-10 times in several hundred games. They are part of this game. There are hard counters for them. I do not see a problem with the recent changes.

There's lots of things that are or were "part of this game" that I dislike(d), like the rule of three, long toms or consumables.

Also, the assumption that people dislike LRMs because they deem them OP is pretty much unfounded. My biggest issue with them is that they prompt my teammates to sit in Zimbabwe in an attempt to be an artillery piece which is usually quite detrimental to both the flow of the 12v12 arena deathmatch and my shot at winning it, but yeah, it's all about the FPS rabbit hole :P

#13 Revis Volek

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Posted 15 July 2018 - 08:33 AM

View PostLuminis, on 15 July 2018 - 08:30 AM, said:

Might just be me, but MWO doesn't really deserve the "simulation" moniker, in my opinion. Light or otherwise. It's a first person shooter with a low skill ceiling. Having a cockpit, weapon groups and a heat bar doesn't turn a 12 v 12 arena deathmatch into a simulation of 31st century war.

That aside, regardless of whether the game might be considered a sim or not has very little influence on my opinion as to whether the current state of LRMs is beneficial to how the game plays or not.


There's lots of things that are or were "part of this game" that I dislike(d), like the rule of three, long toms or consumables.

Also, the assumption that people dislike LRMs because they deem them OP is pretty much unfounded. My biggest issue with them is that they prompt my teammates to sit in Zimbabwe in an attempt to be an artillery piece which is usually quite detrimental to both the flow of the 12v12 arena deathmatch and my shot at winning it, but yeah, it's all about the FPS rabbit hole Posted Image



I (obviously) couldn't have said it better myself.

#14 Agent of Change

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Posted 15 July 2018 - 02:20 PM

View PostLuminis, on 15 July 2018 - 08:30 AM, said:

Might just be me, but MWO doesn't really deserve the "simulation" moniker, in my opinion. Light or otherwise. It's a first person shooter with a low skill ceiling. Having a cockpit, weapon groups and a heat bar doesn't turn a 12 v 12 arena deathmatch into a simulation of 31st century war.


Sadly I can't fully disagree with you here, Light is an overstatement. I think "VERY light to passing resemblance" might be a better classification. But it is more than a bog standard twitch fps so it at least deserves to be acknowledged as such, especially the since in addition to the things you mentioned you ALSO have hit locations, ablating armor, and progressive damage.

The lore also deserves to be mentioned and at least approached with some respect. Translation shouldn't ever be 1 to 1 because quite frankly a TT system will not transition directly to a FPS sim gracefully. Time scale alone kinda torpedoes that, but an entire category of weapons systems from the setting deserves a place in an Battletech based game even if that game is a hollow shell of what it should be and is more like an arena death match than anything else.


View PostLuminis, on 15 July 2018 - 08:30 AM, said:

That aside, regardless of whether the game might be considered a sim or not has very little influence on my opinion as to whether the current state of LRMs is beneficial to how the game plays or not.


No argument, that it's status as a sim has little bearing on whether or not LRM's are beneficial to teh game. But that determination is very much a matter of opinion. Right now LRMS represent Indirect fire with a requirement of active locks with both an environmental soft counter AND a technological soft counter (AMS). I'm not sure what else they can do. I've seen LRM's at their absolutely worst and these days they are just fine. Not overwhelming, counterable. It's never fun being under the rain... but then it's also equally not fun getting cored out in 3 seconds by laser vomit and dual guass, and DHGR.

View PostLuminis, on 15 July 2018 - 08:30 AM, said:

There's lots of things that are or were "part of this game" that I dislike(d), like the rule of three, long toms or consumables.


I can't speak to long tom that came and went during my hiatus, but Consumable were a large reason i left years ago... in their current state i'm not mad. but that's not the point. The point is we all have things we like or don't and there is always the choice to adapt to it, or not.

View PostLuminis, on 15 July 2018 - 08:30 AM, said:

Also, the assumption that people dislike LRMs because they deem them OP is pretty much unfounded. My biggest issue with them is that they prompt my teammates to sit in Zimbabwe in an attempt to be an artillery piece which is usually quite detrimental to both the flow of the 12v12 arena deathmatch and my shot at winning it, but yeah, it's all about the FPS rabbit hole Posted Image



The problem is while you seem to have a pretty clear, and reasonable complaint, the issue is not with the weapon system but with the players using it badly. Many peoples sole problem with it is the assumption that it's an easy mode weapon for bad players which is just arrogant and stupid. I agree with you, if you roll LRMS you need to move with your team, you need to position for maximum effect, to provide the best flight path for your missile to be effective and not get caught out alone.

In the end the biggest issue i have with MWO stems from the choice to lean into FPS over Sim. Sadly sven reasonable complaints about weapons systems (and the people that use them) are going to get lumped into the toxic idiocy coming from the loudest voices screaming about "lrmtards" and low skill... which are largely just covering a sense of bizarre outrage that anythign could kill them in game.

Edited by Agent of Change, 15 July 2018 - 02:23 PM.


#15 Prototelis

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Posted 15 July 2018 - 04:00 PM

View PostDavegt27, on 15 July 2018 - 01:34 AM, said:



does not bother me I hardly ever get killed by LRMs



I'm going to posit that you get killed by literally everything and anything on a pretty frequent basis.

#16 Luminis

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Posted 15 July 2018 - 04:10 PM

View PostAgent of Change, on 15 July 2018 - 02:20 PM, said:

Sadly I can't fully disagree with you here, Light is an overstatement. I think "VERY light to passing resemblance" might be a better classification. But it is more than a bog standard twitch fps so it at least deserves to be acknowledged as such, especially the since in addition to the things you mentioned you ALSO have hit locations, ablating armor, and progressive damage.

The lore also deserves to be mentioned and at least approached with some respect. Translation shouldn't ever be 1 to 1 because quite frankly a TT system will not transition directly to a FPS sim gracefully. Time scale alone kinda torpedoes that, but an entire category of weapons systems from the setting deserves a place in an Battletech based game even if that game is a hollow shell of what it should be and is more like an arena death match than anything else.

PGI reduced the impact mechanical skill has significantly, but I wouldn't say that makes MWO "more" than a twitch shooter. It's different, yes, and I know people around here like to pat themselves on the back by fully buying into the whole "thinking man's shooter" slogan, but shooters like ARMA are both twitchier and vastly more complex in practice than MWO. Any way, MWO is so far removed from BattleTech that I don't buy into the argument that LRM's are an integral part to the simulation aspect and, thus, can't be reworked to improve the gameplay experience.

View PostAgent of Change, on 15 July 2018 - 02:20 PM, said:

No argument, that it's status as a sim has little bearing on whether or not LRM's are beneficial to teh game. But that determination is very much a matter of opinion. Right now LRMS represent Indirect fire with a requirement of active locks with both an environmental soft counter AND a technological soft counter (AMS). I'm not sure what else they can do. I've seen LRM's at their absolutely worst and these days they are just fine. Not overwhelming, counterable. It's never fun being under the rain... but then it's also equally not fun getting cored out in 3 seconds by laser vomit and dual guass, and DHGR.

My issue is primarily their design, not their effectiveness; I'll get to that at a later paragraph.

View PostAgent of Change, on 15 July 2018 - 02:20 PM, said:

I can't speak to long tom that came and went during my hiatus, but Consumable were a large reason i left years ago... in their current state i'm not mad. but that's not the point. The point is we all have things we like or don't and there is always the choice to adapt to it, or not.

My point is, something being in the game doesn't mean it belongs there or is beneficial to the game. "It's part of the game" is the biggest non-argument regarding whether something is fine or not there is.

View PostAgent of Change, on 15 July 2018 - 02:20 PM, said:

The problem is while you seem to have a pretty clear, and reasonable complaint, the issue is not with the weapon system but with the players using it badly.

Not really. As I said, the issue is the design of the weapon.

See, the players that sit way back and try to not expose themselves are using the weapon right, from a strictly logical point of view. A long range weapon that allows you to avoid return fire because exposure is unnecessary is, logically, best used in that exact way: By positioning yourself in a way that eliminates the possibility of return fire. This kinda ties in with how MWO fails to be a BT simulation because you wouldn't have your long range fire support Mechs up front tanking.

That, however, is contrary to the necessity of sharing armour and spreading damage as evenly as possible between your team mates in MWO. The LRM's design isn't consistent with MWO's gameplay, which is what prompts the issue with players using them "badly".

View PostAgent of Change, on 15 July 2018 - 02:20 PM, said:

Many peoples sole problem with it is the assumption that it's an easy mode weapon for bad players which is just arrogant and stupid.

I agree with you, if you roll LRMS you need to move with your team, you need to position for maximum effect, to provide the best flight path for your missile to be effective and not get caught out alone.

Well, you need to manage your Mech just like you do with other weapons (e.g. manage armour, heat and ammo), you need to position yourself (which is arguably more lenient with LRMs since you don't need to actually clear terrain), but homing weapons completely remove aiming from the equation; so, yeah, a weapon system that requires skills A, B and C is more demanding than a weapon system that requires skills A and B.

So yeah, can't say that the whole "low skill" thing is unfounded. Anecdotal evidence: When drunk, my performance with direct fire weapons drops significantly, while my LRM performance is usually pretty much unaffected (in some cases, it even went up because I stopped overthinking). This issue is compounded by the fact that there are so many factors influencing overall performance of a per match basis - who's getting thrown onto which team, first and foremost - that a lower pay-off due to lower skill requirements is at least not observable.

But again, the issue is that the design of the weapon contradicts the gameplay of our deathmatches which turns the weapon system into a huge source of frustration for me.

View PostAgent of Change, on 15 July 2018 - 02:20 PM, said:

In the end the biggest issue i have with MWO stems from the choice to lean into FPS over Sim.

Not being more sim heavy is, in and off itself, not a bad thing. Plenty of games that are in no way sims are amazing, it's just that MWO, from my point of view, is not consistent in its game design. If PGI fully committed to making it a good, consistent, deathmatch experience and set the game up accordingly, it'd be a much more enjoyable experience while probably being no further removed from BattleTech than MWO is

View PostAgent of Change, on 15 July 2018 - 02:20 PM, said:

Sadly sven reasonable complaints about weapons systems (and the people that use them) are going to get lumped into the toxic idiocy coming from the loudest voices screaming about "lrmtards" and low skill... which are largely just covering a sense of bizarre outrage that anythign could kill them in game.

To be fair, MWO's community isn't overly toxic, from my experience. The average MWO player is just exceedingly bad at the game and the overall skill level is extremely low for a competitive game, which leads to that sorta stuff.

#17 JediPanther

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Posted 15 July 2018 - 04:28 PM

pgi couldn't balance lrms if the clan and is had only lrm 5s and deleted the rest.

#18 Vellron2005

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Posted 15 July 2018 - 11:30 PM

You want one for LRM haters?

How about a little story of how a known Lurmer bough a Scorch on sale, loaded it up with LRM80+2xCMPL, and did 3 solo kills, 5 KMDDs and 1000+ damage on it's first, non-skilled maiden voyage?

That ought to get their blood boiling :P

#19 Kubernetes

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Posted 16 July 2018 - 01:19 PM

View PostVellron2005, on 15 July 2018 - 11:30 PM, said:

You want one for LRM haters?

How about a little story of how a known Lurmer bough a Scorch on sale, loaded it up with LRM80+2xCMPL, and did 3 solo kills, 5 KMDDs and 1000+ damage on it's first, non-skilled maiden voyage?

That ought to get their blood boiling :P


Yes, I'm fuming at such an incredible display of skill.

I dislike the Lurm buffs because they encourage more noobs and low-skill guys to continue relying on them instead of learning to use better weapons. You can learn to shoot accurately as long as you're not physically incapable, but it seems like a large portion of the player base has no interest in improvement.

#20 Eisenhorne

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Posted 16 July 2018 - 01:27 PM

View PostKubernetes, on 16 July 2018 - 01:19 PM, said:

Yes, I'm fuming at such an incredible display of skill.

I dislike the Lurm buffs because they encourage more noobs and low-skill guys to continue relying on them instead of learning to use better weapons. You can learn to shoot accurately as long as you're not physically incapable, but it seems like a large portion of the player base has no interest in improvement.


Why bother trying to learn how to play other mechs when you can simply boat skill and do 1000 damage! Nevermind if it's inappropriate to the map or game mode you're playing, LURMS ARE THE ANSWER!





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