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Missile Health Values

Balance Weapons Metagame

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#1 FupDup

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Posted 19 March 2019 - 01:46 PM

April 16th Patch: Most missiles got a health buff, I will update the values below to reflect this.

Since PGI has not released the changes to missile health, I've done it for them. I will be listing both the health per missile and the total health per volley (total HP listed in parentheses). These values are shared across both factions. For reference, the original LRM health per missile was 1.0 for all of them (I can't find the values for any other missile types in older versions of Weapons.XML).

The new April 16th values will be listed below the old values and designated as such.

LRM20: 0.7 (14.0)
LRM15: 0.8 (12.0)
LRM10: 0.9 (9.0)
LRM5: 1.0 (5.0)

New LRM20: 0.8 (16.0)
New LRM15: 0.9 (13.5)
New LRM10: 1.1 (11.0)
New LRM5: 1.2 (6.0)


(S)SRM6: 0.5 (3.0)
(S)SRM4: 0.6 (2.4)
(S)SRM2: 0.7 (1.4)

New (S)SRM6: 0.6 (3.6)
New (S)SRM4: 0.8 (3.2)
New (S)SRM2: 1.0 (2.0)


ATM12: 1.0 (12.0)
ATM9: 1.1 (9.9)
ATM6: 1.2 (7.2)
ATM3: 1.3 (3.9)

New ATM6: 1.4 (8.4)
New ATM3: 1.6 (4.8)


MRM40: 0.2 (8.0)
MRM30: 0.3 (9.0)
MRM20: 0.4 (8.0)
MRM10: 0.5 (5.0)

New MRM40: 0.3 (12.0)
New MRM30: 0.4 (12.0)
New MRM20: 0.5 (10.0)
New MRM10: 0.6 (6.0)


RL20: 0.8 (16)
RL15: 0.9 (13.5)
RL10: 1.0 (10)

Edited by FupDup, 11 April 2019 - 04:45 PM.


#2 Ken Harkin

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Posted 19 March 2019 - 01:52 PM

Wow, SRMs get smashed! SRM6 does 12 points of damage and only takes 3 to to neutralize, even a LRM 5 is better at getting through AMS!

MRMs are a train wreck! Take 2 MRM20 (16 points of damage to stop) rather than 1 MRM40 (8 points of damage to stop).

#3 FupDup

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Posted 19 March 2019 - 01:54 PM

View PostKen Harkin, on 19 March 2019 - 01:52 PM, said:

MRMs are a train wreck! Take 2 MRM20 (16 points of damage to stop) rather than 1 MRM40 (8 points of damage to stop).

To be fair double MRM20 requires more tonnage than one MRM40...but not double HP levels of extra tonnage.

Edited by FupDup, 19 March 2019 - 01:56 PM.


#4 Scout Derek

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Posted 19 March 2019 - 01:59 PM

Old news. We already found out about an 2 hours or so ago

Posted Image

And yes, this is in PST time.

#5 FupDup

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Posted 19 March 2019 - 01:59 PM

View PostScout Derek, on 19 March 2019 - 01:59 PM, said:

Old news. We already found out about an 2 hours or so ago

Posted Image

And yes, this is in PST time.

I didn't see that posted on the MWO forum...

#6 Scout Derek

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Posted 19 March 2019 - 02:02 PM

We also learned this;
Posted Image

So enjoy the AMS buffs, because literally any mech that uses SRMs or MRMs now will be gimped. Lasers and Dakka are the only ones left.

View PostFupDup, on 19 March 2019 - 01:59 PM, said:

I didn't see that posted on the MWO forum...

We did private testing. Sorry about that, thought you'd know because I would think you'd have discord.

#7 Ken Harkin

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Posted 19 March 2019 - 02:09 PM

Crap, My MAD-5D is going to take it in the shorts. 4ML, HPPC, MRM40 usually does very well but I see a change in the future. Possibly 4ML, LPL/PPC, 2MRM20 and AMS. If MRMs are really getting slaughtered though it may be time to stick with the gunslingers.

#8 FupDup

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Posted 19 March 2019 - 02:17 PM

I think they could try making each tier go down by something like 0.05 hp rather than 0.1.

Alternatively they could set the 1.0 baseline a bit higher, i.e. LRM10 gets 1.0 and then LRM5 gets a small HP buff.

Edited by FupDup, 19 March 2019 - 02:20 PM.


#9 Koniving

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Posted 19 March 2019 - 02:23 PM

View PostFupDup, on 19 March 2019 - 01:46 PM, said:

Since PGI has not released the changes to missile health, I've done it for them. I will be listing both the health per missile and the total health per volley (total HP listed in parentheses). These values are shared across both factions. For reference, the original LRM health per missile was 1.0 for all of them (I can't find the values for any other missile types in older versions of Weapons.XML).


Smurfy had the original values.
1 LRM
1 ATM
2 SRM
2 Streak
3 Narc.

#10 FupDup

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Posted 19 March 2019 - 02:24 PM

View PostKoniving, on 19 March 2019 - 02:23 PM, said:

Smurfy had the original values.
1 LRM
1 ATM
2 SRM
2 Streak
3 Narc.

Was MRM 1.0?

#11 Koniving

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Posted 19 March 2019 - 02:24 PM

Mrm 1
Rocket unknown (to me). Never seen one shot down so I assume it was 2.

#12 MischiefSC

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Posted 19 March 2019 - 02:25 PM

LBK with 6xCLRM5s.

It's.... giggly. Awkward but works alright.

Once I'm past the giggly build approach I'm going to try mixing LRMs in a bit in place of MRMs and see how it plays.

I'm.... cautiously optimistic so far. LRMs have seemed OPAF or anything and I'm finding them filling in for a lower tonnage MRM option that's got some IDF. While I can't do things like blow legs off like I can with MRMs on a 'kill everything' build they're.... alright.

Way better than before for that role. IDF feels really feeble but DF is.... alright. Need a lot more play time with them to get a good feel for it and see how people change, if at all.

#13 Willard Phule

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Posted 19 March 2019 - 02:28 PM

I dig the trajectory change for direct fire..that's the one thing about ATMs that make them worth using every once in a while.

Whatever they did to AMS though....Artemis isn't worth the weight and group fire doesn't work for a big kick anymore. Still, constant chainfire rain still works.

#14 The6thMessenger

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Posted 19 March 2019 - 02:43 PM

View PostScout Derek, on 19 March 2019 - 02:02 PM, said:

So enjoy the AMS buffs, because literally any mech that uses SRMs or MRMs now will be gimped. Lasers and Dakka are the only ones left.


I know right?

Some people thought that the LRM rework is an overall nerf due to lower arc not clearing soft covers, but it's actually the AMS. Damn PGI being PGI.

#15 FupDup

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Posted 19 March 2019 - 02:44 PM

View PostThe6thMessenger, on 19 March 2019 - 02:43 PM, said:

I know right?

Some people thought that the LRM rework is an overall nerf due to lower arc not clearing soft covers, but it's actually the AMS. Damn PGI being PGI.

I think the health value reductions are more important than giving AMS 25 extra meters of range.

#16 NaturalBornGriller

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Posted 19 March 2019 - 02:49 PM

I think the important thing to note here is that this system of missile health is now implemented, which it wasn't before. Now balancing tuning can take place between missile types. If SRM play is shut down too hard they can increase health without inadvertently re-buffing all the other missile types, etc.

#17 Dee Eight

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Posted 19 March 2019 - 03:01 PM

I fired an clan LRM60 tube group shot...4 AMS destroyed every missile in the volley before they reached the enemy mechs. Also all those mechs that had a flat range quirk... like four of the five panthers variants including the one with the double AMS hardpoints... that applies to AMS range also. 15 range skill nodes and that quirk and its a 237m optimal range.

Edited by Dee Eight, 19 March 2019 - 03:31 PM.


#18 The6thMessenger

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Posted 19 March 2019 - 03:33 PM

View PostFupDup, on 19 March 2019 - 02:44 PM, said:

I think the health value reductions are more important than giving AMS 25 extra meters of range.


Well it's not like the missile health is relevant when there's no AMS in the field.

This is an AMS indirect buff regardless.

#19 Khobai

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Posted 19 March 2019 - 04:58 PM

this is a dumb change and they need to revert it

it makes absolutely no sense for the same missile to have different health just because the volley size is different

there were better ways to buff smaller launchers.


and SRMs/MRMs were already bad weapons, did they really need to make them weaker vs AMS? Whats the point of that?

Edited by Khobai, 19 March 2019 - 10:22 PM.


#20 CUTE PUPPY LUV

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Posted 19 March 2019 - 05:07 PM

Yeah I think this patch really hits Missiles hard because of the AMS buffs. But I am sure it will pass.
Right now people are using lots of AMS because of it, Missile boats dwindles. Then after a while AMS will be a dead weight. People start removing AMS. Missile boats thrive again :)
Repeat.





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