Every Lurm Topic Is The Same
#1
Posted 20 September 2018 - 04:26 PM
Then there'll be a guy who comes in all WHY NARF LURMS? LURMS GUD LURMS NOT OP. YOU JUST A H8TERBOI and the whole thing goes to ****.
As **** as lurms, in fact. That weapon needs buffs not nerfs, paul.
#2
Posted 20 September 2018 - 04:28 PM
#4
Posted 20 September 2018 - 04:37 PM
I've been a heavy lrm user since day one closed beta. I could write a big volume of lrms how-tos and how-not-tos. If you were to go through all the lrm posts of the past five-six years and collect my posts in the various lrm threads you'd have it. As for the debate of guns and lasers>lrms my experiences prove that direct fire will almost win every time against indirect fire. Lrms are great for padding those damage stats for sure, just watch the rise in lrm use during an event so people can get their damage match score faster.
#5
Posted 20 September 2018 - 05:15 PM
#8
Posted 20 September 2018 - 05:21 PM
t o o
S T R O N G
b u f f
C E R M L
t ooooo WEAK
#9
Posted 20 September 2018 - 07:24 PM
#10
Posted 20 September 2018 - 07:29 PM
Lurms don't need an XML buff or nerf, they need a mechanical re-design first so that we can establish a consistent baseline to then decide XML values based off of.
#11
Posted 20 September 2018 - 08:46 PM
FupDup, on 20 September 2018 - 07:29 PM, said:
Lurms don't need an XML buff or nerf, they need a mechanical re-design first so that we can establish a consistent baseline to then decide XML values based off of.
"Game Engine: Sorry, I cant let you do that."
Really though, i dont even thin anyone even uses LRMs as a variety. Pretty much anytime you see LRMs, Its on an LRM boat.
If everyone on a team had an LRM 10, that would be enough artillery for any indirect fire operations. The rampant conflict with this is min-maxing and MWO's effective game theory of making all games negative-sum in way of firepower and armor.
#13
Posted 20 September 2018 - 10:24 PM
#15
Posted 20 September 2018 - 10:45 PM
Wil McCullough, on 20 September 2018 - 04:26 PM, said:
Then there'll be a guy who comes in all WHY NARF LURMS? LURMS GUD LURMS NOT OP. YOU JUST A H8TERBOI and the whole thing goes to ****.
As **** as lurms, in fact. That weapon needs buffs not nerfs, paul.
I agree.
All LRM threads are more-less the same.
I usually speak up against nerfs and bad mechanic changes proposed by those who mostly either don't play LRMs at all, or want them to be something different entirely, closer to ATMs or something..
Right now, LRMs are in a terrible place, mostly cose' LRM bending is killed off completely, and ECM is OP, so it takes ages to get a lock, and nanoseconds to lose it.
In my humble opinion, locks need to be a lot easier, and LRM bending needs to be re-introduced as the high-skill method only the veterans will master..
#16
Posted 20 September 2018 - 11:33 PM
Nightbird, on 20 September 2018 - 07:24 PM, said:
They calling it "Summer" you know, wait oh shi...
Vellron2005, on 20 September 2018 - 10:45 PM, said:
I'm in doubt - can I change my gold signature to this platinum one?
Edited by Lethe Wyvern, 21 September 2018 - 12:19 AM.
#17
Posted 20 September 2018 - 11:46 PM
#18
Posted 20 September 2018 - 11:57 PM
Sneaky Ohgoorchik, on 20 September 2018 - 11:46 PM, said:
If we are handing our wishes, I would make it a lobfire weapon, sort of like grenades for MWO, still keep ams effective and perhaps (for at least a variant) keep the lock fire mechanism too, just add its ranging to your up/down scale and viola.
#19
Posted 21 September 2018 - 12:31 AM
Like allways the idea was not bad, but the consequences for other coupled weapon systems (SSRM,ATM) are a complete disaster.
Would have been better if they nerfed lock on time even further and give an extrem buff to the lock on time for the Lurmboats own Tag. Tag hit = instant lock.
Edited by Tiewolf, 21 September 2018 - 12:34 AM.
#20
Posted 21 September 2018 - 02:31 AM
... is the sound of lurms missing their target.
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