Public Test Session - Long Range Missile Updates Series
#81
Posted 14 January 2019 - 05:16 PM
#82
Posted 14 January 2019 - 05:26 PM
example
- LFE 15% movement penalty - 15% or 20% engine heat dissipation penalty (20% - 2 out of 10 engine slots but denser -lesser weight savings)
- cXL 20% movement penalty - 30% engine heat dissipation penalty (20% - 2 out of 10 engine slots - base line)
- isXL 30% movement penalty - 40% or 45% engine heat dissipation penalty (25% - 3 out of 12 engine slots)
#83
Posted 14 January 2019 - 05:40 PM
No such thing as solo indirect fire.
DF angle looks interesting.
Will heat drastically affect chainfire?
Not all lrm players hang in the back, I see just as many laser, ppc, gauss and autocannon hiding in the back.
Those lrm players that do hang in back have not learned it reduces targets and increases time to target.
#84
Posted 14 January 2019 - 05:41 PM
#85
Posted 14 January 2019 - 05:53 PM
Let's say I am running an lrm boat, I have picked a nice spot clear of my fellow teammates but one of them does decide to walk in front of me while I am DF shooting, he gets cored and dies.
Who gets banned?
Good PTS scenario to try out, as long as I don't get banned testing it.
Edited by Bwah Ha Ha, 14 January 2019 - 05:55 PM.
#86
Posted 14 January 2019 - 05:54 PM
Bwah Ha Ha, on 14 January 2019 - 05:53 PM, said:
Let's say I am running an lrm boat, I have picked a nice spot clear of my fellow teammates but one of them does decide to walk in front of me while I am DF shooting, he gets cored and dies.
Who gets banned?
I wouldn't say ALL.
Bwah Ha Ha, on 14 January 2019 - 05:53 PM, said:
Let's say I am running an lrm boat, I have picked a nice spot clear of my fellow teammates but one of them does decide to walk in front of me while I am DF shooting, he gets cored and dies.
Who gets banned?
No worse than same situation with dual HGR. Why problem?
#87
Posted 14 January 2019 - 05:57 PM
#88
Posted 14 January 2019 - 06:02 PM
1º You really know how all missile types work in your game. right.
2º Use real-life rules. You can make it work. see the target, make lock and then fire. if the normal fore lock should be 100% damage, but if you have ams. But if lock has more "jokes" skills CPUs, quirks. The damage goes up.
3º You know you do not need a lock to shoot right? if the curve is changed it will be easier to shoot.
4º Lock vs ground. I liked to see more work.
#89
Posted 14 January 2019 - 06:53 PM
I suspect someone at PGI thought the area of the lock circle was calculated as Pi times the diameter... which is actually the formula for how you calculate the circumference of a circle. Thus they assumed divide the diameter in half makes the circle half the size...
#90
Posted 14 January 2019 - 06:55 PM
I like the nerfs, but even I will say that that it is probably too much. And you are forgetting another issue - It is not the lurmers who win the games, it is NARCERS. I think you should consider decreasing its duration dramatically (also decreasing special quirks that increase duration) but also reducing cooldown dramatically. It would probably require some changes to narc skills in skill tree, but hey, that needs to be done.
I also believe that it is necessary to Nerf Target decay skill and velocity skill (specifically for lurms), possibly rework sensors skill tree to give easier access to Deprevation nodes;
And, a pie in the sky: make LRMs skill dependant. How? For example, make their spread dependant on how good you were holding your lock during their flight, like starting with small and increasing if you were holding it bad. Not really transparent mechanic, but it should make them more like RACs.
#91
Posted 14 January 2019 - 07:07 PM
Allowing functional changes in trajectory and velocity, allowing player choice in these, is not necessarily a bad thing- but I do not see PGI putting in the due diligence to make these changes benefit LRM pilots in any meaningful way and judging by what I'm seeing here it's basically just being used to force players into exposing themselves, ultimately because the vast majority of players refuse to mount AMS, pilot ECM mechs, or properly utilize maps in a way that won't predictably place them in the open (IE: Alright everyone, lets run to the middle of the map and brawl like every single other match we've ever played). Does the new trajectory detect friendly pilots, or is this going to mean you have to stand line-abreast to avoid dealing with friendly fire?
I would be much happier if these changes were neutral to the existing LRM gameplay rather than a drastic nerf. If PPC heat was increased by 1/4th to 1/3rd across the board with the accompanying velocity people would be rioting. This is less about people being angry about "unfair mechanics" and altering LRMs accordingly, and more about people still being unwilling to use existing hard counters that are freely available for almost all mechs.
So while we're on the topic of nerfs to indirect fire and force multipliers, why don't we go the opposite direction and talk about why PGI still hasn't implemented the year 3012's Long Tom Cannon? Oh, sorry- I guess that would also interrupt everyone's favorite senseless meta of running around in a giant disorganized blob of pinpoint damage weapons and one-shotting mechs one at a time. That's more "fun" and "interesting" than getting rained to death by LRMs because you refused to mount AMS, ECM, Target Deprivation, utilize any cover, or mounted such a small engine that you couldn't move to safety.
Edited by Enduar, 14 January 2019 - 07:08 PM.
#92
Posted 14 January 2019 - 07:13 PM
Enduar, on 14 January 2019 - 07:07 PM, said:
Allowing functional changes in trajectory and velocity, allowing player choice in these, is not necessarily a bad thing- but I do not see PGI putting in the due diligence to make these changes benefit LRM pilots in any meaningful way and judging by what I'm seeing here it's basically just being used to force players into exposing themselves, ultimately because the vast majority of players refuse to mount AMS, pilot ECM mechs, or properly utilize maps in a way that won't predictably place them in the open (IE: Alright everyone, lets run to the middle of the map and brawl like every single other match we've ever played). Does the new trajectory detect friendly pilots, or is this going to mean you have to stand line-abreast to avoid dealing with friendly fire?
I would be much happier if these changes were neutral to the existing LRM gameplay rather than a drastic nerf. If PPC heat was increased by 1/4th to 1/3rd across the board with the accompanying velocity people would be rioting. This is less about people being angry about "unfair mechanics" and altering LRMs accordingly, and more about people still being unwilling to use existing hard counters that are freely available for almost all mechs.
So while we're on the topic of nerfs to indirect fire and force multipliers, why don't we go the opposite direction and talk about why PGI still hasn't implemented the year 3012's Long Tom Cannon? Oh, sorry- I guess that would also interrupt everyone's favorite senseless meta of running around in a giant disorganized blob of pinpoint damage weapons and one-shotting mechs one at a time. That's more "fun" and "interesting" than getting rained to death by LRMs because you refused to mount AMS, ECM, Target Deprivation, utilize any cover, or mounted such a small engine that you couldn't move to safety.
So many valid points but don't forget without the garbage free C3 lockon people would not be getting out of LOS locks in the first place?
Also.
What if they DO, Due diigence? Would be great correct?
Edited by HammerMaster, 14 January 2019 - 07:13 PM.
#93
Posted 14 January 2019 - 07:16 PM
Gott get your own locks now, heh.
#94
Posted 14 January 2019 - 07:25 PM
You wonder why Solaris is dead ?
Well, the issue there as well as in QP is the stacking / boating of AC's, SRM's, LRM's, etc, etc.
A much simpler solution is to start introducing a jam mechanic of you decide to go past 2 ( e.g 3+ SRM's / LRM's ) of a given ammo based weapons system.
#95
Posted 14 January 2019 - 07:26 PM
HenryFA, on 14 January 2019 - 07:16 PM, said:
Gott get your own locks now, heh.
Laugh now until you get a face full of IS ALRMx20 at 300 meters direct fired.
Edited by HammerMaster, 14 January 2019 - 07:26 PM.
#96
Posted 14 January 2019 - 07:27 PM
#97
Posted 14 January 2019 - 07:28 PM
ZippySpeedMonkey, on 14 January 2019 - 07:25 PM, said:
You wonder why Solaris is dead ?
Well, the issue there as well as in QP is the stacking / boating of AC's, SRM's, LRM's, etc, etc.
A much simpler solution is to start introducing a jam mechanic of you decide to go past 2 ( e.g 3+ SRM's / LRM's ) of a given ammo based weapons system.
Does not compute.
#98
Posted 14 January 2019 - 07:33 PM
HammerMaster, on 14 January 2019 - 07:26 PM, said:
Your teammate can do that as well, sooo...
Anyway, cover and timing always matters if you want to charge a LRM boat.
Under 180m they are still useless.
#99
Posted 14 January 2019 - 07:41 PM
I would also like to highlight Give Dropships Lurms topic (Link to Faction Play subforum). Since almost the whole FP community participated in a poll, I guess we can hope for an official response?
Edited by GweNTLeR, 14 January 2019 - 07:41 PM.
#100
Posted 14 January 2019 - 07:43 PM
1. LRMs become strictly inferior to other options and only serve as a noob trap.
2. LRMs become competitive with or superior to other options, marginalizing the more skill-based weapon systems.
i'm not a fan of the mindless nature of LRMs in their current state, but the fact that they can at least do something unique means that they don't necessarily have to encroach on roles that are already filled by other weapons.
banana peel, on 14 January 2019 - 01:04 PM, said:
Bigger indirect lock-on time, much bigger indirect spread and, if possible, less tracking ability from indirect fire - and the gameplay can change. But with those values above - not a chance.
this is a good idea, and would also act as a small nerf to ATMs and streaks. i would say that the lock angle change should probably be rolled back if this happens though.
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