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So What's The Verdict On The Lrm Changes?


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#1 Robinson Crusher

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Posted 23 July 2019 - 04:46 AM

I hate pulling the trigger and not knowing what is going to happen. So for me, the change to LRM locks was horrible. I never know if my lurms will fly over the hill / teammate or into it / them. In my opinion, close to medium lurming has been seriously nerfed. LRM locks are not effected by target decay now when there is a switch from direct to indirect fire, so if you want to keep an IDF lock you have to stay out of sight of your enemy. Otherwise he simply pops behind cover for a second and the lock is instantly gone. Since I'm not the type to take my armour and hide in the back and indirect fire is the only unique characteristic of lurms, this negates the value of the weapon.

All the changes were supposed to make lurms a viable component on the MWO battlefield. I don't think this has happened. A toggle to allow you to choose whether your weapons direct fire or indirect fire would solve this, as would getting rid of the arc switching and going back to one type of lock.

I've been playing monthly rather than daily since the changes. Without the meta-game of influencing the opposition actions with indirect fire from time to time, the game seems to be little more than point and click while running in circles now. But that's just my opinion... What do you all think? Have lurms become a regular part of your MWO lifestyle, or are you just happy they suck more than ever?Posted Image

#2 Bud Crue

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Posted 23 July 2019 - 04:52 AM

Never much liked LRMs. Played literally three matches running LRMs since the last round of changes and thought it was fine, little different than before, but i admit an odd fascination with the different stream/trajectory of the missiles as a target would get behind or come out of cover. Was kinda hypnotic in a clan mech. Whatever, still don’t much care for LRMs.

My personal view aside, I still see plenty of CLAG in many matches so they can’t be all bad.

Edited by Bud Crue, 23 July 2019 - 04:53 AM.


#3 Vincent DIFrancesco

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Posted 23 July 2019 - 04:53 AM

LRMs work fine for me. I've had targets go from direct to indirect all the time without losing lock. I'm actually having better results with them now than I was before the change. And I'm not exactly shy about LRMing it up when I want to relax. Honestly, I haven't experienced anything you've described.

Well, except for the "running in circles" part. But that has nothing to do with LRM changes. Posted Image

EDIT: Grammar fix.

Edited by Vincent DIFrancesco, 23 July 2019 - 04:54 AM.


#4 Gagis

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Posted 23 July 2019 - 04:55 AM

Lurms are now the least bad they have ever been. I even bought myself a second lurm mech.

#5 Tordin

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Posted 23 July 2019 - 08:48 AM

Then, Gagis I guess you are using them right. Except if you stand max distance away from your team Posted Image

But its not enough for missile/ lurm haters you know. They would want it removed from the game. because they are incompetent enough not to adapt against them.
No the haters dont want lurms to be either good or bad, they WANT their scapegoat weapon.
But also the lurms demands more second line play now with slower lock on speed and more buffs for direct line of sight, a change that I approve on. I would argue the streaks would need faster locks without being to punishing against lights.


Now try to tell THAT against light fanatics and lurm haters..

Ah btw.. just to sear their wounds and pour more salt into it, PGI would make my day if the totally remove the "missile incoming" warning" I would enjoy some drinks and cheer for that in spite!

Edited by Tordin, 23 July 2019 - 08:49 AM.


#6 Prototelis

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Posted 23 July 2019 - 08:48 AM

They should walk back their missile health change on auto-aim missiles. Then they'd be fine.

View PostTordin, on 23 July 2019 - 08:48 AM, said:


But its not enough for missile/ lurm haters you know. They would want it removed from the game. because they are incompetent enough not to adapt against them.



Most good players would like to see auto-aim be at the very least severely curtailed because it is counter to the core gameplay loop.

No one worth a **** at this game has had trouble "adapting" to auto aim, the fact remains is that even moderately skilled pilots can abuse auto aim easily. Lrms and especially ATMs are too strong.

Edited by Prototelis, 23 July 2019 - 08:51 AM.


#7 Nightbird

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Posted 23 July 2019 - 09:01 AM

LRMs were bad, still bad. No changes noted

All is right in the world

#8 Tordin

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Posted 23 July 2019 - 09:10 AM

But... they need to be bad or the salt be flowing? Shh.. might be Redditeers stalking around. Not all are are senseless over there, but there are som wasps stinging at any sign of lurm praise or whish they were better.

But how are LRM bad? The longer lock on time, spread? Its all about how you use them you know. I know its a stigma for taking down lurmers ASAP to discourage players using them at all, cant have fun with weapons you like or want to test out, aka stock mode or shall I say, tabletop. Its all about competive attitude you know.

As long as you dont stand back several kilometers you will do fiiiiiine, dont worry!

Edited by Tordin, 23 July 2019 - 09:10 AM.


#9 Prototelis

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Posted 23 July 2019 - 09:13 AM

View PostTordin, on 23 July 2019 - 09:10 AM, said:

I know its a stigma for taking down lurmers ASAP to discourage players using them at all,


I got after lrmboats first because they're often in the back, isolated, lack the situational awareness to tell someone is shooting them in the back, or all three at once.

#10 Tordin

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Posted 23 July 2019 - 09:18 AM

Well thats fair and square. You take out the weak and unaware. I love lurms but hate getting pummeled by them, its then my fault for not adapting.
Now for new players, two things might happen.

1: Newcomers will quit because they cant play how they want, saying its a steep learning curve. Well then they need advise from us vets.

2: OR they on their own or with help figure out how to adapt with or against lurms. For example stay with the rest and be fire support for the team. AMS and ECM do wonders against atm and lrm. But for AMS, theres a decent range in which they cannot hope to take down all the lurms, unless more AMS comrades are in proximity, creating an umbrella.

Edited by Tordin, 23 July 2019 - 09:18 AM.


#11 Vincent DIFrancesco

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Posted 23 July 2019 - 09:28 AM

You take out the LRM boats ASAP because the rain can be annoying as heck. And I say this as a guy who likes LRMs.

#12 Prototelis

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Posted 23 July 2019 - 09:32 AM

You take out lrmboats ASAP because they can't defend themselves up close. Loss of healthpool is what causes a match to snowball.

#13 Nightbird

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Posted 23 July 2019 - 10:13 AM

You take out LRM boats because they're free cbills

#14 JediPanther

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Posted 23 July 2019 - 01:23 PM

I find them pretty much the same as before the nerfs. I've always had my lrm boats in the 3-500m range any way. The only new annoyance is the smaller missile lock-on box requiring more face time which means I have to front load more armor then manage heat more as I've usually got lasers I'm firing as well as the lrms.

I've got a derpy lrm build on my (p) griffin with 10sx3 and a tag with xl cramed with ammo and bap. It's one of my mech just want to run lrms for a bit casually. When I want to do a lot more I go back to the catapults.

If you lrm from the back field expect to be easy fast mover bait and no one coming to save you. Best place to lrm from is from second line or the middle of your team using both lasers and lrms.

#15 Skippy The Danger Squirrel

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Posted 23 July 2019 - 03:24 PM

Lock on weapons in general are now useless. The direct v indirect targeting is seriously broken. Radar derp, ECM enhancements and AMS completely eviscerated LRMs potency.

#16 Mystere

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Posted 23 July 2019 - 03:32 PM

View PostGagis, on 23 July 2019 - 04:55 AM, said:

Lurms are now the least bad they have ever been. I even bought myself a second lurm mech.


You obviously missed the LRMageddons people cried heavily about. Posted Image

#17 Burning2nd

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Posted 23 July 2019 - 03:39 PM

Im still configured in my a1(C) from the days when the lrms use to make 90degree angles in the sky and come down on you..

head shots lol

damn things use to go around corners i sware...

LrMageddon was real !

This is before Laser ams kids...

#18 Remover of Obstacles

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Posted 23 July 2019 - 05:10 PM

View PostGagis, on 23 July 2019 - 04:55 AM, said:

Lurms are now the least bad they have ever been.


AMS is the strongest it has ever been.

Non-LOS locks are the weakest they have ever been.

Rader Derp is still a hard counter.

So a resounding "Meh".

#19 Warning incoming Humble Dexterer

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Posted 23 July 2019 - 05:26 PM

View PostRobinson Crusher, on 23 July 2019 - 04:46 AM, said:

short to medium lurming has been seriously nerfed.

if you want to keep an IDF lock you have to stay out of sight of your enemy.

the value of the weapon has been negated

All the changes were supposed to make lurms a viable component on the MWO battlefield. I don't think this has happened.

the game seems to be little more than point and click while running in circles now. But that's just my opinion... What do you all think?

Same opinion : MWO is becoming less of a mech combat simulation and more of a first person twitch shooter with misleading mech skins, by the day...

Which works out fine for someone who came to play a FPS instead of a mech game, I guess.

#20 Apache1990

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Posted 23 July 2019 - 06:00 PM

View PostRobinson Crusher, on 23 July 2019 - 04:46 AM, said:

LRM locks are not effected by target decay now when there is a switch from direct to indirect fire, so if you want to keep an IDF lock you have to stay out of sight of your enemy. Otherwise he simply pops behind cover for a second and the lock is instantly gone. Since I'm not the type to take my armour and hide in the back and indirect fire is the only unique characteristic of lurms, this negates the value of the weapon.


This is more an issue with Radar Deprivation 5 (+100%) being OP; it completely negates decay AFAIK.





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