

Buff Lrm Plzzzzzzzzzz~~~~~~~~~~~~~~
#21
Posted 29 November 2018 - 06:06 AM
#22
Posted 29 November 2018 - 06:57 AM
Vellron2005, on 29 November 2018 - 02:11 AM, said:
Also, it made LRM bending non-existent. Something that was once a staple of LRM experts has been completely removed. It's a damn shame.
So no, LRMs don't need buffs. Lock-on mechanics needs buffs.
Also, if you think LRM boats "just sit back and do nothing", you're either not playing LRMs right, or don't understand the concept of artillery in the slightest. Don't blame a weapon system for the mistakes of bad players. The same can be said for snipers who sit back, brawlers who don't push, lights who don't harass,lights who don't scout...
Well said.
What the brawling haters don't realize is that this game is failing because the PGI experts have driven off hundreds of players.
In direct fire is an equal component of warfare and has been so for centuries.... It is illogical that a FTL space capable game wouldn't have IDF systems that would be quite capable of long range destruction....
I for one, just barely play anymore because I enjoyed being in a support mech and was recruited into this game to be a support mech.........(it's one of the skills I have and what I did very well in real life....there's a hint....) I don't brawl and have zero interest in it........I've played 2 or 3 matches in Solaris and could care less....
PGI needs to "rework all IDF weapons" and add the other BT IDF weapons back into the game..... Thunderbolt and Arrow IV are good examples of where in Lore IDF had a real purpose.....
Longbow, Viking I and II, Bombardier and a host of other dedicated IDF mechs are out there and should be used..... It would make team play "something more than a mindless, FFA brawl...."
#23
Posted 29 November 2018 - 07:12 AM
Asym, on 29 November 2018 - 06:57 AM, said:
What the brawling haters don't realize is that this game is failing because the PGI experts have driven off hundreds of players.
In direct fire is an equal component of warfare and has been so for centuries.... It is illogical that a FTL space capable game wouldn't have IDF systems that would be quite capable of long range destruction....
I for one, just barely play anymore because I enjoyed being in a support mech and was recruited into this game to be a support mech.........(it's one of the skills I have and what I did very well in real life....there's a hint....) I don't brawl and have zero interest in it........I've played 2 or 3 matches in Solaris and could care less....
PGI needs to "rework all IDF weapons" and add the other BT IDF weapons back into the game..... Thunderbolt and Arrow IV are good examples of where in Lore IDF had a real purpose.....
Longbow, Viking I and II, Bombardier and a host of other dedicated IDF mechs are out there and should be used..... It would make team play "something more than a mindless, FFA brawl...."
Dude I have loads of LRM mechs that are great that do work as well as direct fire mechs. LRM are in pretty good spot right now. LRM were trash tier weapons for most of life of mech warrior online. With those Lumragedons incidents when they did try to fix them.
#25
Posted 29 November 2018 - 09:09 AM
SirSmokes, on 29 November 2018 - 07:12 AM, said:
The velocity increase would have been enough for that.
All the other buffs and nerfs are unwanted and unneeded and made lrms to skillless indicrect massspamming.
#26
Posted 29 November 2018 - 09:21 AM
Kroete, on 29 November 2018 - 09:09 AM, said:
All the other buffs and nerfs are unwanted and unneeded and made lrms to skillless indicrect massspamming.
Its all in how you use the things and the mech builds. SCR-A
You run around at range in that think softening up mechs. Waiting for opportunity to punch holes in there armor with 3 heavy meds when there are orange and red weak spots in the armor.
#27
Posted 29 November 2018 - 06:48 PM
SirSmokes, on 29 November 2018 - 09:21 AM, said:
You run around at range in that think softening up mechs. Waiting for opportunity to punch holes in there armor with 3 heavy meds when there are orange and red weak spots in the armor.
Or, y'know, just carry a direct fire load and punch holes directly without the intervening 200-500 useless damage spread across 7+ armor sections.
#29
Posted 29 November 2018 - 08:16 PM
Alexander of Macedon, on 29 November 2018 - 06:48 PM, said:
That build has -15% to missile spread + artmis my missile are in nice and tight groups. Maybe pay attention to quick nice try;)
Edited by SirSmokes, 30 November 2018 - 05:38 AM.
#30
Posted 29 November 2018 - 09:24 PM
SirSmokes, on 29 November 2018 - 08:16 PM, said:
Not near as tight as a volley of AC fire or a proper laser burn. LRMs will always be inherently worse for any player with half-decent aim because there is no skill component that can improve the spread of their damage.
#31
Posted 30 November 2018 - 01:26 AM
Mech Ranger, on 28 November 2018 - 06:51 PM, said:
u simply anwser is wrong , the reason is they are so ***** that they dont dare to "killing steal“ even i was the one who take damage .
and that's why i post this screenshot~
I'm really sorry but I can't understand and am having a hard time understanding you.
Either type properly or in your native language if English isn't your native language please. At least then I can put it through a translator and understand ten times better than this slurred usage of English.
#32
Posted 30 November 2018 - 04:06 AM
Alexander of Macedon, on 29 November 2018 - 09:24 PM, said:
Yes, LRMs will be worse at damaging a single component.. because that's not what they are meant to do... FFS how many times are you people gonna compare sniper shots to carpet bombardment?
LRMs are meant to deal as much damage as possible in order to control enemy movement, strip armor, and make it easy for that precise laser burn or AC shot to take out the target. If you want stopping power, you don't play LRMs. You play LRMs if you want to see enemies scampering like cockroaches for cover.
Let's drop this stupid argument once and for all.. jeez

#33
Posted 30 November 2018 - 04:33 AM
Vellron2005, on 30 November 2018 - 04:06 AM, said:
Yes, LRMs will be worse at damaging a single component.. because that's not what they are meant to do... FFS how many times are you people gonna compare sniper shots to carpet bombardment?
LRMs are meant to deal as much damage as possible in order to control enemy movement, strip armor, and make it easy for that precise laser burn or AC shot to take out the target. If you want stopping power, you don't play LRMs. You play LRMs if you want to see enemies scampering like cockroaches for cover.
Let's drop this stupid argument once and for all.. jeez

Again, the issue is one of effective damage. MW games allow you to focus your fire in a way that is impossible in tabletop, MechCommander, HBS BTech, &c. That means that all damage not contributing to kill-shotting a 'mech is wasted, regardless of whether that's LRM spread, lasers getting disco'd all over someone, bad spray with cUACs, or what have you.
50-75% of the damage you do with LRMs has no meaningful impact on the game because it doesn't affect components that people are shooting. This is especially noticeable if you've ever played an assault with decent shield arms, you can absorb 150+ damage that does absolutely nothing to you. It doesn't control movement at all except against new/bad players who don't use countermeasures or cover.
Direct damage will always be superior for getting kills (as opposed to padding stats) for anyone who can aim moderately well. It's not a stupid argument just because you don't like the conclusion. I'm not telling anyone to stop using LRMs, I'm just saying that it's silly to pretend they're anything more than a stat-padding crutch in games where players have the ability to concentrate their damage down to 1-3 components. I'm certainly not going to tell people who don't to stop using LRMs, given that they'd undoubtedly switch over to feathering people with fractions of ERLLas shots at extreme range.
#34
Posted 30 November 2018 - 05:23 AM
Alexander of Macedon, on 30 November 2018 - 04:33 AM, said:
I must play with mostly bad aim players then, mostly my mech is damaged all over, not from lrms ...
Forcing the enemy to cover is no movement control?
Making open spaces deadzones is no map control?
Forcing an assault to show me his arm to shield is no control?
#35
Posted 30 November 2018 - 05:42 AM
Alexander of Macedon, on 29 November 2018 - 09:24 PM, said:
The point of LRM is in direct fire but they can direct fire. A lot of the time I am hitting you when you can't see me. A lot of the time I am hit hitting you when you can't see me with LRM and sometime you do see me when I hit you with heavy meds;) Also make friend with good light pilots who know how to narc bring your own tag
Edited by SirSmokes, 30 November 2018 - 06:47 AM.
#36
Posted 30 November 2018 - 05:47 AM
LRMs will always have a place in your loadouts, they don't perform terribly in their intended role right now as I see it. Best used as a backup weapon and side torso destroyer in conjunction with ballistics and energy weapons ~600m rangeband
#37
Posted 30 November 2018 - 05:58 AM
IronWatch, on 30 November 2018 - 05:47 AM, said:
LRMs will always have a place in your loadouts, they don't perform terribly in their intended role right now as I see it. Best used as a backup weapon and side torso destroyer in conjunction with ballistics and energy weapons ~600m rangeband
Problem with using LRMs is its team based weapon. Best when everyone on same page and you don't need that many. Most mechs should be direct fire with just a few LRMs to make it hard for enemy team to get around the map with out taking damage. Also want a light that know how to narc so you can hit targets from safety.
Edited by SirSmokes, 30 November 2018 - 06:02 AM.
#38
Posted 30 November 2018 - 06:38 AM

1262 damage per match average... strongest IS mech in game
#40
Posted 30 November 2018 - 07:29 AM
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