Hey Folks!
Been playing my Mad Cat II with 2X20 LRMs and 2XLarge ER Lasers. I have noticed NO change in my LRM use after the Patch. Maybe I'm just freakin lucky at the moment, but anyone else notice any change with LRM use?


Lrm Use, Better Or Worse For You?
Started by Christophe Ivanov, Aug 21 2018 06:23 PM
10 replies to this topic
#1
Posted 21 August 2018 - 06:23 PM
#2
Posted 21 August 2018 - 06:31 PM
Still patching but I had to lol at the patch notes and the multiple nerfs/buffs to counters people were successfully cried for.
"Unlike TAG or NARC that require either team work or direct line of sight to provide lock-on and Missile Tracking boosts, Artemis was often a raw-upgrade..." lol. Yeah because the extra weight and slots that greatly changed what you could carry was just a free upgrade...
Did your Madcat have Artemis? That's probably the biggest constant nerf as ECM coverage is intermittent and NARCs are somewhat rare.
"Unlike TAG or NARC that require either team work or direct line of sight to provide lock-on and Missile Tracking boosts, Artemis was often a raw-upgrade..." lol. Yeah because the extra weight and slots that greatly changed what you could carry was just a free upgrade...
Did your Madcat have Artemis? That's probably the biggest constant nerf as ECM coverage is intermittent and NARCs are somewhat rare.
#3
Posted 21 August 2018 - 06:53 PM
Team dependent weapons made more team dependent and increased the hard counters. Pretty much just watch the recticle blip in and out without getting locks in most battles.
I guess the plan was to make sure that those enemies caught in the sweet spot between 500 and 250 have a good chance of closing distance to get under min range without taking any critical damage and with the armor intact.
So far - successful downgrade of the weapon. It has been a long time since an lrm mech could protect itself from a mech face rushing from max range to under minimum. Until that is no longer possible and mechs are forced to use cover or counter measures or risk destruction, the weapon will still be weak.
I guess the plan was to make sure that those enemies caught in the sweet spot between 500 and 250 have a good chance of closing distance to get under min range without taking any critical damage and with the armor intact.
So far - successful downgrade of the weapon. It has been a long time since an lrm mech could protect itself from a mech face rushing from max range to under minimum. Until that is no longer possible and mechs are forced to use cover or counter measures or risk destruction, the weapon will still be weak.
#4
Posted 21 August 2018 - 07:23 PM
After ams increase and lrm nerf spread i stopped using Artemis. I see no reason to try to core mechs. Just add more lrms and rain even more.
All my super quirked IS medium lrms mechs are gone, now i just boat 60+ clan lrms.
So no change for me.
All my super quirked IS medium lrms mechs are gone, now i just boat 60+ clan lrms.
So no change for me.
Edited by Monkey Lover, 21 August 2018 - 07:27 PM.
#5
Posted 21 August 2018 - 07:29 PM
I just got patched right now. I'm going to remove all of my Artemis and try being a dumb LRM boat for a change.
#6
Posted 21 August 2018 - 07:55 PM
I just recorded my two griffin lrm boats. One with skills in firepower and sensor decay with artemis with bap vs one with no skills and no artemis with bap. The loss of lock is very highly noticeable between the two with it being near instant loss on the no skill no art griffin. Neither of them had tag equipped but both had a single uav.
Which just got blocked due to music I had playing in the background so it isn't on youtube. What ********.
Which just got blocked due to music I had playing in the background so it isn't on youtube. What ********.
#7
Posted 21 August 2018 - 10:40 PM
Since I was not using Artemis to begin with, the change has been subtle for me..
It is a little bit tougher to lock, and ECM is annoying again.. But if you knew hot to play LRMs before, you an still do well..
But then again.. a good Lurmer will always do well..
It is a little bit tougher to lock, and ECM is annoying again.. But if you knew hot to play LRMs before, you an still do well..
But then again.. a good Lurmer will always do well..
#8
Posted 22 August 2018 - 03:28 PM
LRMs = unchanged, just use more tubes if even necessary
ATMs and Streaks = usability got needlessy pooped on big time
ATMs and Streaks = usability got needlessy pooped on big time
#9
Posted 23 August 2018 - 02:48 AM
I started moving out of LRM play during the last series of nerfs when the lock cone was cut the first time. What I notice out of these nerfs is that ECM is like it was pre-2006, since they didn’t buff active probes. Getting locks is harder, and you lose them quick when you’re not staring at the target. No bending of LRMs at all, now. High lock tree investment will mitigate some of the tracking strength loss but when you lose it it’s gone-not like with old Artemis where the reticle would spin down and you could get the lock back with the missiles in flight.
If your jam is a Clan assault mech running 80 tubes and exclusively raining indirect from max range, or a Stalker doing similarly on the IS side, this patch hurts your ability to pick up and hold locks but since you’re reliant on teammates hitting the R key anyway it won’t be as noticeable. If your jam was tactical LRM play running at close range and sharing armor while getting your own locks, or using Streak SRMs or ATMs, your favorite playstyle just got terminated. However, if you park your homing missiles and run a mech with jump jets, some of that style can be played still, just not with missiles. PPCs and autocannon make good peeking weapons, and with jets equipped you can jump over the scrum or intervening obstacles for a quick shot, or levitate over spuds blocking your retreat. Light mechs like the Panther are pretty good at this, and I also like the Javelin for doing it with regular SRMs or MRM 10s. Fleas are good peekers, because they’re mobile. And they’re pretty fun to run. Streak carriers I didn’t see that often before, and now they’re more rare.
I mark the machine gun for the next big nerf because of the level of crying about Piranhas, which are probably the most annoying mechs out there right now. For the rest, peek n’ poke is the new normal, especially with the prevalence of Clan heavy lasers out there-every other mech is a Loki packing ECM and HLLs. But that’s next up for the nerf bat after machine guns.
If your jam is a Clan assault mech running 80 tubes and exclusively raining indirect from max range, or a Stalker doing similarly on the IS side, this patch hurts your ability to pick up and hold locks but since you’re reliant on teammates hitting the R key anyway it won’t be as noticeable. If your jam was tactical LRM play running at close range and sharing armor while getting your own locks, or using Streak SRMs or ATMs, your favorite playstyle just got terminated. However, if you park your homing missiles and run a mech with jump jets, some of that style can be played still, just not with missiles. PPCs and autocannon make good peeking weapons, and with jets equipped you can jump over the scrum or intervening obstacles for a quick shot, or levitate over spuds blocking your retreat. Light mechs like the Panther are pretty good at this, and I also like the Javelin for doing it with regular SRMs or MRM 10s. Fleas are good peekers, because they’re mobile. And they’re pretty fun to run. Streak carriers I didn’t see that often before, and now they’re more rare.
I mark the machine gun for the next big nerf because of the level of crying about Piranhas, which are probably the most annoying mechs out there right now. For the rest, peek n’ poke is the new normal, especially with the prevalence of Clan heavy lasers out there-every other mech is a Loki packing ECM and HLLs. But that’s next up for the nerf bat after machine guns.
#10
Posted 23 August 2018 - 07:37 AM
Meh, they’re basically the same. I never bothered with artemis, want more tubes - part of lrm mystique is physiological terror of the missle launch alarm the other guy is listening to. I really don’t understand what the “lrm nerfed no fair” crowd is mewing about... I’m getting locks and raining endless hell just fine. I’m not a great player and I’m still getting multi kills and massive damage, so at a certain point this crowd needs to look at themselves and wonder if it’s not the weapon system or the nerfs but rather them and their way of playing the lrm role that’s not working.
#11
Posted 23 August 2018 - 08:46 AM
there is nothing been changed~
good job PGI~
good job PGI~
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