The new mechanic, for standard LRMs as a direct fire weapon is just way to powerful for the standard LRM package. I can see the option working for LRMs with Artemis, given the fact that Artemis occupies a additional crit slot and is more costly, and weights a ton more for each launcher. Leaving the direct fire/indirect fire for Artemis is fine, however for standard LRM's, way over the top.
LRMs have come to go bananas in Faction Play, where hardly ever saw them. Now as one player put it, "You can walk from one side of the Map to the other on LRM's". This selection would help balance the game system, while putting a distinction between the two missile system options. (Removing both buffs and nerfs from standard LRM's).
Basically, you created a super weapon by giving standard LRMs direct fire, even if you remove the buffs for them.
Artemis is now just about spot on where it needs to be.
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Direct Fire Lrms Option, A Little Too Powerful For Standard Lrms
Started by Kalimaster, Mar 20 2019 11:19 AM
3 replies to this topic
#1
Posted 20 March 2019 - 11:19 AM
#2
Posted 28 March 2019 - 03:15 AM
Powerful compared to what? Lasors, Ballistics, Other missiles?
Flamers?
Faction play has a skill gap the size of the Grand Canyon that no weapon balance can cross.
If the Lerms touched you in Faction play the enemy just was more coordinated than your team
That is all, Lerm weapon balance had little to do with it.
Flamers?
Faction play has a skill gap the size of the Grand Canyon that no weapon balance can cross.
If the Lerms touched you in Faction play the enemy just was more coordinated than your team
That is all, Lerm weapon balance had little to do with it.
Edited by OZHomerOZ, 28 March 2019 - 03:19 AM.
#3
Posted 28 March 2019 - 02:39 PM
What's a Lerm? I'm talking about LRM's. One shot at Atlas.
#4
Posted 28 March 2019 - 09:03 PM
Long Extended Range Missiles
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