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Idea For Lrm And Atm Balance


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#1 The pessimistic optimist

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Posted 06 February 2021 - 05:05 AM

I know some players here don't like LRMs and ATMs ability to spam loads of missiles. With mech loaded down with ungodly numbers of missiles. How about once you reach a certain amount in the mech you reach a threshold were if you get hit internally an ammo explosion is a guaranteed. It would make carrying huge amount of ammo a huge liability. If you carry too much ammo and take a lot hits you WILL blow up. It would encourage player to carry less ammo making them less spammy and make people little more careful with were and when they fire and if they want to spam loads they better be careful. Also it don't matter if you fire all the way down to a single ton left if that take internal hit it blows. Thoughts?

Edited by SirSmokes, 06 February 2021 - 05:06 AM.


#2 Handley Page

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Posted 06 February 2021 - 08:06 AM

Increase spread or decrease velocity of in-direct LRMs.
Decrease velocity of ATMs.

Nothing more needs to be done, don't need to reinvent the wheel.

#3 Damnedtroll

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Posted 06 February 2021 - 08:11 AM

I don't see any problems with lrm or atm...

I see problems with teams that camp while getting rained upon for 10 minutes to get slaughtered... stop the camping madness and go knock them out. I'm sick of camping.

Edited by Damnedtroll, 06 February 2021 - 08:11 AM.


#4 The pessimistic optimist

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Posted 06 February 2021 - 08:41 AM

View PostHandley Page, on 06 February 2021 - 08:06 AM, said:

Increase spread or decrease velocity of in-direct LRMs.
Decrease velocity of ATMs.

Nothing more needs to be done, don't need to reinvent the wheel.


The problem is the spamming all day at targets with no regard for ammo count sitting way back. They are fine as is now the problem is you can load up on ammo and fire at everything with no fear of running out of ammo. You are not worried about missing at all. Just load up with more ammo then god and fire at everything that moves regardless of if it will hit or miss

Edited by SirSmokes, 06 February 2021 - 08:43 AM.


#5 FupDup

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Posted 06 February 2021 - 08:47 AM

Balancing by ammo explosions won't work because that doesn't have any effect until after their armor is stripped from sections which happen to be carrying ammo. Also Clan mechs have free CASE which mitigates this anyways.

Lock-on missiles in MWO just have poorly designed base mechanics, which has caused them to go through pendulum swings of useless then OP then useless then OP etc. several times throughout MWO's history. I don't see this ever changing so I dunno what we can even do without making the pendulum swing yet again. XML changes won't actually fix the root cause.

#6 The pessimistic optimist

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Posted 06 February 2021 - 08:47 AM

View PostFupDup, on 06 February 2021 - 08:47 AM, said:

Balancing by ammo explosions won't work because that doesn't have any effect until after their armor is stripped from sections which happen to be carrying ammo. Also Clan mechs have free CASE which mitigates this anyways.

Lock-on missiles in MWO just have poorly designed base mechanics, which has caused them to go through pendulum swings of useless then OP then useless then OP etc. several times throughout MWO's history. I don't see this ever changing so I dunno what we can even do without making the pendulum swing yet again. XML changes won't actually fix the root cause.


Less ammo? I don't mind I don't miss I know what shot's I can make witch ones are not likely

Edited by SirSmokes, 06 February 2021 - 08:51 AM.


#7 FupDup

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Posted 06 February 2021 - 08:53 AM

View PostSirSmokes, on 06 February 2021 - 08:47 AM, said:

Less ammo?

That increases the tonnage and slots needed to mount the weapons, which in theory would reduce the number of tubes being used per player. In practice though you'd have to reduce the ammo to pretty abysmal levels to have a large impact due to how much free tonnage some Clan mechs have.

I'd rather not go down that road. IMO most weapons (namely ballistics) should have more ammo per ton, not less.

#8 The pessimistic optimist

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Posted 06 February 2021 - 08:56 AM

View PostFupDup, on 06 February 2021 - 08:53 AM, said:

That increases the tonnage and slots needed to mount the weapons, which in theory would reduce the number of tubes being used per player. In practice though you'd have to reduce the ammo to pretty abysmal levels to have a large impact due to how much free tonnage some Clan mechs have.

I'd rather not go down that road. IMO most weapons (namely ballistics) should have more ammo per ton, not less.


Less ammo easier and it will not break already heavy IS LRMs. And yes more ammo for ACs. Less LRM ATM ammo will force you carry more and lose tonnage if you want to spam

Edited by SirSmokes, 06 February 2021 - 08:58 AM.


#9 Teenage Mutant Ninja Urbie

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Posted 06 February 2021 - 09:12 AM

the problem aren't the lurms - but the people insisting on using them in IndirectFireMode.

just nerf that, and the weapon is fine (though it already is). better yet: scratch the IDF COMPLETELY and get rid of the leeches once and for all.


.. and now onto the 'nah you can't do that !!!!111elven' arguments, mostly done by certain people playing a certain way.. Posted Image

#10 The pessimistic optimist

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Posted 06 February 2021 - 09:17 AM

View PostTeenage Mutant Ninja Urbie, on 06 February 2021 - 09:12 AM, said:

the problem aren't the lurms - but the people insisting on using them in IndirectFireMode.

just nerf that, and the weapon is fine (though it already is). better yet: scratch the IDF COMPLETELY and get rid of the leeches once and for all.


.. and now onto the 'nah you can't do that !!!!111elven' arguments, mostly done by certain people playing a certain way.. Posted Image


No it's spamming it all day long that's the problem. Maybe change the way spotting works reduced ammo. Don't punish people who work as a team and have spotters. It not rock science reduce the ammo simple. And people enjoy that and it force team that camp too long to have to move with good spotting. And some people just don't like a weapon system and want it brokenPosted Imagesome of us like to play all the weapon systems yea know not just a few

Edited by SirSmokes, 06 February 2021 - 09:24 AM.


#11 Saved By The Bell

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Posted 06 February 2021 - 09:31 AM

No need to change. LRM and ATM not easy to use. You need good team to support you and defend in close range.

Many LRMs just give up and suicide in City map.

Edited by Saved By The Bell, 06 February 2021 - 09:31 AM.


#12 The pessimistic optimist

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Posted 06 February 2021 - 09:33 AM

View PostSaved By The Bell, on 06 February 2021 - 09:31 AM, said:

No need to change. LRM and ATM not easy to use. You need good team to support you and defend in close range.

Many LRMs just give up and suicide in City map.


Because they don't know how to play them. Narrow corridors give people no were to run and you can get people in spots were they can't escape. Only reason I say reduce ammo is because of the cry baby's who hate them and want them made useless

Edited by SirSmokes, 06 February 2021 - 09:34 AM.


#13 VonBruinwald

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Posted 06 February 2021 - 09:49 AM

View PostSaved By The Bell, on 06 February 2021 - 09:31 AM, said:

Many LRMs just give up and suicide in City map.


One of the mechs I'm currently skilling up an LRM80 Cyclops...

Every time I've dropped on Solaris city in it I've scored top damage on my team. Believe it or not you can lurm in the city, but it requires you to be an aggressive lurmer and not hide at the back leaching locks like the haters.


View PostTeenage Mutant Ninja Urbie, on 06 February 2021 - 09:12 AM, said:

the problem aren't the lurms - but the people insisting on using them in IndirectFireMode.

just nerf that, and the weapon is fine (though it already is). better yet: scratch the IDF COMPLETELY and get rid of the leeches once and for all.


I don't think indirect needs a nerf, as it is it's pretty weak unless someone is narcing or holding the lock in which case it falls under "Teamwork=OP Please nerf".

Only way I could get behind removing it completely* is if we also removed strikes and coolshots at the same time.

*Would still like to see it available with Narc and Tag. Teamwork=OP and all.

#14 CFC Conky

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Posted 06 February 2021 - 10:45 AM

Are you talking about QP or FP SirSmokes?

In QP, I die from lurms maybe 1 out of 100 matches, probably a lot less than that. Facing a team that uses lurms and their supporting mechs properly (narc, spotting, protection from enemy mechs) is a different story, but then again, any team that fights in an organized manner, regardless of weapon load out will be dangerous.

In my humble T3 opinion of course.

Good hunting,
CFC Conky

#15 The pessimistic optimist

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Posted 06 February 2021 - 11:20 AM

View PostCFC Conky, on 06 February 2021 - 10:45 AM, said:

Are you talking about QP or FP SirSmokes?

In QP, I die from lurms maybe 1 out of 100 matches, probably a lot less than that. Facing a team that uses lurms and their supporting mechs properly (narc, spotting, protection from enemy mechs) is a different story, but then again, any team that fights in an organized manner, regardless of weapon load out will be dangerous.

In my humble T3 opinion of course.

Good hunting,
CFC Conky


Both main thing is to make it harder to spam missiles in to the void willnilly make people little more choosy about there shots

Edited by SirSmokes, 06 February 2021 - 11:23 AM.


#16 Teenage Mutant Ninja Urbie

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Posted 06 February 2021 - 01:11 PM

View PostSirSmokes, on 06 February 2021 - 09:17 AM, said:


No it's spamming it all day long that's the problem. Maybe change the way spotting works reduced ammo. Don't punish people who work as a team and have spotters. It not rock science reduce the ammo simple. And people enjoy that and it force team that camp too long to have to move with good spotting. And some people just don't like a weapon system and want it brokenPosted Imagesome of us like to play all the weapon systems yea know not just a few


maybe some basic understanding of game mechanics could help here (guess I should have checked here before that comical attempt at "privat insult via message, which I probably replied in too-kind").
anywhoo - guess I'll simply hit ignore, as you are clearly not into a discussion, but hammering home your misconception of 'how things should be - they should be my way".

have a good time staying at the 50-60% mark, lurmin' it your way ;)

#17 The pessimistic optimist

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Posted 06 February 2021 - 01:16 PM

View PostTeenage Mutant Ninja Urbie, on 06 February 2021 - 01:11 PM, said:


maybe some basic understanding of game mechanics could help here (guess I should have checked here before that comical attempt at "privat insult via message, which I probably replied in too-kind").
anywhoo - guess I'll simply hit ignore, as you are clearly not into a discussion, but hammering home your misconception of 'how things should be - they should be my way".

have a good time staying at the 50-60% mark, lurmin' it your way Posted Image


Whatever make you feel better and Jarls is worthless keep pretend it not

Edited by SirSmokes, 06 February 2021 - 01:18 PM.


#18 Yiryi-Sa

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Posted 06 February 2021 - 01:17 PM

One possible solution is making AMS more effective; increase range, damage, etc.

#19 The pessimistic optimist

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Posted 06 February 2021 - 01:33 PM

View PostYiryi-Sa, on 06 February 2021 - 01:17 PM, said:

One possible solution is making AMS more effective; increase range, damage, etc.


It already good no one takes it. Low ammo count is simplest thing to do

Edited by SirSmokes, 06 February 2021 - 01:41 PM.


#20 Wildstreak

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Posted 06 February 2021 - 01:35 PM

View PostSirSmokes, on 06 February 2021 - 05:05 AM, said:

How about once you reach a certain amount in the mech you reach a threshold were if you get hit internally an ammo explosion is a guaranteed.

Already exists, it is called Light Mechs raiding the backline but so few want to play Lights.

View PostYiryi-Sa, on 06 February 2021 - 01:17 PM, said:

One possible solution is making AMS more effective; increase range, damage, etc.

There are nodes for this.





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