Khobai, on 18 October 2018 - 11:40 PM, said:
Increasing velocity is the right idea. But the OP's implementation is bad and my implementation is better.
Lol. K.
Spheroid, on 18 October 2018 - 11:01 PM, said:
No these are terrible ideas. You don't understand the problem. A 13 second cooldown!? That would play like garbage in QP.
Garbage on their own. But with 1.7 damage/missile, they should be good on their own as icing over direct-fire builds.
Spheroid, on 18 October 2018 - 11:01 PM, said:
The problem is there are too many missiles in the air. Why do you want to remove ghost heat. Ghost heat needs to be cranked up, way up. Clans got cooler missiles last patch, huge heat disipation buff this patch and tighter artemis spread.
Because it's supposed to be something you fire all at once instead of chain-fired now. Prevent spammability.
Spheroid, on 18 October 2018 - 11:01 PM, said:
Your foolish suggestion to ignore heat does nothing to address the core imbalance in faction play.
Well, yes. That seems to be tech-imbalance. My suggestion has nothing to do with it, it's supposed to address the feast-famine that LRMs that usually undertake.
Spheroid, on 18 October 2018 - 11:01 PM, said:
Also your upping of velocity and alpha ability just further nerfs AMS which I doubt was your intention. Since all missile projectiles have the same hitpoint value any counter buff of AMS would just throw the rest of the missile family into utter chaos. How are you then going enable ATM viability? Hyper velocity ATMs and NARCs, no thanks.
You mean the AMS that everyone can bring at least one, don't even get me started with the iron-domes. Countered by bringing as much LRMs as they could of lets say up to 60 LRMs which is effectively 32-tons without ammo, and firing all of them at once in a single volley countering a 1.5 ton investment?
ATMs have their own problem, such as low-missile-count should have been addressed by increased missile health. Simmilarly, the NARCs, SSRMs, and SRMs would have similar performance against AMS.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
Another one of these threads?

Funny, i thought you left. Guess i was wrong.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
Oh well... here we go again...
I don't like your idea Sixth.. and here's why..
You're not among the people with opinion i value.
Besides, couldn't we just agree to disagree?
After all, you're just lying so that PGI wouldn't further spite LRM users by nerfing your dearly-beloved LRMs.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
LRMs are first and foremost - a battlefield control method. They are meant to punish bad positioning of the enemy and reward good teamwork and positioning of the user.
If they were less spammy, but did more damage, you would significantly nerf that.
Also, you would have to nerf all the counters to make it worth a damn.
Which you could do so with the suggestion adequately. You want suppress? Chain-fire to keep their heads down, you want to do actual damage? launch them all at once -- that simple.
That being said, I understand that there is the reduction of DPS, but what is gained is better fit within the power-curve of the game.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
Keep in mind that LRMs become OP when used by coordinated teams of high-skill players. In those conditions, Flamers can be OP too.. or just about anything in this game. It's not just a symptom of LRMs. It's a symptom of map design, game design, and people being people.
LRMs being op when used by coordinated teams of high-skill players isn't really selling your point. I mean sure it's mostly about Teamwork = OP, but if anything there's flaw to the design if it's OP on the higher end, but UP on the lower end. Where is the middle?
I wanted to address that, I wanted to make it so that it's more consistent.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
Keep in mind that there already is a weapon meant for the purpose you're proposing - ATMs.
The ATMs they use at between 150m to 270m to melt enemies? What i am proposing is vastly different to what you understand. What i am proposing is providing the LRMs an Alpha role instead of DPS one, that raises the skill-ceiling.
Not to mention that you're still looking at ATMs having better DPS even at their middle-range damage.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
The problem of "missile spam" is no different than AC2 spam, or RAC spam, or MG spam. Most people would say LRMs are much less effective than any of those. And nobody sees those weapons as in need of reworks.
We're looking at IDF and homing weapon, you're missing a massive aspect of LRMs. When you spam MG, AC2, or RACs, there's the stare-factor of the LOS, where is that with IDF? Unreliable locks?
Vellron2005, on 19 October 2018 - 12:08 AM, said:
I think that if you increased the damage and cooldown, what would happen is:
1) ATMs would loose their purpose
You mean the ATMs that can be used on tunnels, does 3 damage/ missile close-range? The ATM12 at 7 tons deals 12/24/36 damage every 5 seconds, with 2.4/4.8/7.2 DPS, in contrast the CLRM20A would have done 34 damage every 13.8 seconds with 2.4638 DPS.
If their purpose as the alpha-damage was lost, sure. But they still have their own uses, such as doing a lot more DPS, which isn't out-of-place when we're looking at the ATMs being the more DF-tuned homing-missiles.
But I'll be honest, the ATMs are poorly implemented as well.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
2) People would rage over how quickly they die from people 800 meters away in deep cover.
Eh. 800 meters already and they're being locked on and had a clear shot? That's basically 3.3333s, hell that's basically 190m/s velocity and 633.33m with our current LRMs.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
3) People would engage in even more poking and cover-hugging because right now, they know they can run around and get hit with LRMs and it takes a long time to get seriously damaged, but if you increase the damage, it would be like "oh, you left cover, that will cost you a side torso" - just like getting gaussed or ERLL'd from people you can't see on the other side of the map.
Meanwhile that is exactly their problem, the CD is 3x as it were before, but damage is only at 1.7 times. The design meant to be defeated by aggression, and if they ain't doing that, it's not my fault.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
4) The counters to LRMs would make them even more feast or famine.
How so? No explanation? I mean i could see them more and more effective with alpha than sustain chain-fire, with them being more effective with inputted skill, I'm sure they'd be more feast than famine. Good players are already acquainted with good positioning, all they need to do is land the volleys properly and unexpectedly like a well-placed shell, and it should be fine.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
Sixth, this is not the first time (probably won't be the last) that you've had ideas about LRMs, and it's always the same thing - you want to make them more damaging, more skill oriented, more like ATMs really.. Please.. it's not gonna happen. PGI made that clear.
Just accept this.
No.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
Please stop encouraging changes to LRMs, because every friggin time people get into these pointless never-ending discussions, PGI nerfs them, and I for one would like to keep having the little fun I have with them as is.
AND THERE IT IS!
Vellron2005, on 19 October 2018 - 12:08 AM, said:
I really don't understand why LRMs are such a huge problem for some people..
Not surprising, if you don't even understand why people don't like you.
Then again, you might actually know, but don't care. But if you don't care, why should i?
Vellron2005, on 19 October 2018 - 12:08 AM, said:
Not many people even use them, they are only ever brought to full power on a few maps, it takes really high skill and full-on optimization to make them deadly effective, and they are just as OP as literally ANY OTHER weapon in the game if used by a team of coordinated professionals.
That's not really an excuse to have them terribly made. PGI wanted us to not think of LRMs as waste of tonnage, but they don't do any actual hard work to implement a better system that it needs.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
Most people don't even bring them to FP, and those that do still depend on their own skill but also their teammates. I've had people yell at me for bringing them to FP, and I've had people change their own dropdecks to accommodate LRM use.
When you're facing a 12-man of veterans in FP, it doesn't matter if they are using LRMs or Gauss, or Lasers of Flamers.. they will crush you regardless. If 12-mans suddenly started using flamers+machinegun combos, would you be calling for core mechanic changes to flamers and machineguns?
I really don't care. No really, I don't. Not that I don't care about LRMs, or FP, but where you're going with this.
I understand that there's OPness in Teamwork, and that's just fair, but there's issue with the LRMs that i want to see fixed.
Vellron2005, on 19 October 2018 - 12:08 AM, said:
Again, no.
And I will keep doing this -- not even to spite you, but because i actually care enough to see LRMs better off, not just to preserve my own comfort zone.
Edited by The6thMessenger, 19 October 2018 - 02:35 AM.