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Art/air Strike & Lrm Spam

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#21 The pessimistic optimist

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Posted 24 February 2021 - 01:00 PM

View PostSamial, on 24 February 2021 - 07:09 AM, said:

With a bit of luck all this wave will do is get themselves nerfed in the weapon pass, i'd laugh my *** off then.


Its so silly to hate on LRMs they are so easy to beat

Edited by SirSmokes, 24 February 2021 - 01:00 PM.


#22 Willard Phule

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Posted 24 February 2021 - 01:54 PM

If it will make you feel any better, odds are good those guys dropping arty did the same kind of damage to their own team. The guys that bring those LRM builds are also the ones that seem to think the red smoke is a powerup of some kind.

#23 Heavy Money

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Posted 24 February 2021 - 02:33 PM

View PostGagis, on 24 February 2021 - 12:33 PM, said:

Its just a bad mech versus anything.


It is quite durable when facing directly at whatever is shooting it and wiggling. I can last longer in it than the Atlas or Fafnir when the conditions are right. It often takes over 1k dmg to kill me.

But yeah, that's not enough for how bad its firepower is, and how easy of a target its side torsos are for people who it isn't facing.

#24 Lousyten

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Posted 24 February 2021 - 04:22 PM

View PostMasterBurte, on 24 February 2021 - 05:39 AM, said:

I think we should remove art/air strike form the skill tree and as a consumable. Instead allow the leader ingame have the option to use this option at a cooldown. Maybe make some game modes allow to unlock additional strikes for achievements like capturing an objective.


A HARD NO, unless ingame command system gets revamped.
There's just so many armchair generals in quickplay who don't deserve the commander's star.

#25 PocketYoda

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Posted 24 February 2021 - 04:32 PM

Most Assaults and heavies are so damn slow they cannot move away from the smoke.. At this point i don't even try in an Assault as i know i cannot get outside of it.. If i'm in a clan mech or a smaller mech i can move away.

They are way to cheap to get extra damage, i'd like to see them removed of limited some way. They literally are no skill consumables.

View PostSirSmokes, on 24 February 2021 - 01:00 PM, said:


Its so silly to hate on LRMs they are so easy to beat


They are really easy to exploit as well. until LRMs become as skilled to use as the rest of the weapons i will continue to hate them. Very few players use them accurately and PGI made them so lazily.. all these 60yr olds with no hand eye coordination and no talent sitting at the back doing nothing but abusing others because they have no locks.

Edited by Samial, 24 February 2021 - 04:38 PM.


#26 Dozer6

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Posted 25 February 2021 - 07:31 AM

View PostSamial, on 24 February 2021 - 04:32 PM, said:

Most Assaults and heavies are so damn slow they cannot move away from the smoke.. At this point i don't even try in an Assault as i know i cannot get outside of it.. If i'm in a clan mech or a smaller mech i can move away.

They are way to cheap to get extra damage, i'd like to see them removed of limited some way. They literally are no skill consumables.


They are really easy to exploit as well. until LRMs become as skilled to use as the rest of the weapons i will continue to hate them. Very few players use them accurately and PGI made them so lazily.. all these 60yr olds with no hand eye coordination and no talent sitting at the back doing nothing but abusing others because they have no locks.

So lets remove virtually every strategic indirect fire military weapon from the game?
No. Not everyone derps lrm's. When you get a good lrm player on your side i bet you enjoy it just fine.
When the arty strikes take out a weak mech for your team and soften up armor for YOU to shoot at, I bet you enjoy it just fine.

Yes, i ran lrm's as a noob learning the ropes, and now that i'm more experienced i can really lay down hell with my archer.

When i get to t4 "and i will" you will enjoy having me on your side on the day i decide to run my Archer.

#27 Bud Crue

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Posted 25 February 2021 - 07:40 AM

View PostMaxzer, on 24 February 2021 - 04:50 AM, said:


Also I've noticed even after LRM nerf...


Did I miss something? When was the last time LRMs were nerfed? Help me out here.

#28 Vellron2005

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Posted 26 February 2021 - 12:08 PM

View PostMaxzer, on 24 February 2021 - 04:50 AM, said:

as a TIER 2 player...

Is it just me? or is ART STRIKE, AIR STRIKE and LRM SPAM still a problem?

From my experience in the past 2 weeks Pubs do not feel fun anymore.

maybe I'm unlucky but I don't know since in the past 17 games I have played in QP (DOMINATION, SKIRMISH, even INCURSION) I have been ART/AIR stricken a Whopping total of 56 times. Posted Image Posted Image

In a single match on HPG on the ramps(south side) 7 ART strikes were spammed out (not at the same time ofc bc of the nerf). Constant barrage and IMO. takes little skill to do. Point and press button.

I was in a FRESH MARAUDER II with FULL SURVIVABILITY skills and still got shredded down to 2 med PULSE lasers and had to fight 2 atlas's and 3 Assassins with SRM 6 builds.
it was not even a fight... we got slaughtered game after game...

I didn't give up and kept going to see if MATCHMAKING would put me with other people. but to no avail Posted Image Posted Image

Its almost like every match I get pitted up against a Full squad of sweat lords who never stop playing this game.

At this point I feel like just playing MW5 with friends instead bc we cant win a match due to these issues listed above

Also I've noticed even after LRM nerf, LRM boats are still ABUNDENT like, SUPERNOVA LRM 80, WARHAMMER II-C LRM 75, STALKER 5M LRM 80... The list goes on... I've even seen FLEE's doing LRM builds... like HUH? Posted Image Posted Image why?

maybe I'm just complaining. but as a long time player since 2013. I still see a big issue with the PUB gameplay.

I don't wanna hear the BS of someone saying "get good" or stupid crap like that. I'm expressing genuine concern for the games future (if it even has one PGI)


However if you have something or add or say Great!Posted Image

Good Hunting MechWarrior's - Maxzer Posted Image


As a LRM afficianado - Oh, you thought a nerf was gonna make us cry for mommy and give up?

Lol..

HELL NO! We here buddy, and we ain't going anywhere.. so you better bring an umbrella.. cose' it's gonna rain steel tonight.

Also.. No.. Arty/Air and LRM spamm is the same as it has always been.. it's the snipers that have multiplied like cockroaches since AC2/RAC2 spamm made it possible to boat them and shoot them from 1100 meters with impunity.

If you wanna cry for a nerf, cry for nerfing long-range spam. It's unfair that an AC2 boat can cut you in half from well over 1000 meters, and a LRM boat can't even lock and defend him self at that range..

#29 Bigbacon

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Posted 26 February 2021 - 12:18 PM

my biggest issue with arty/air is the usage mechanic for them. they require no risk to use, just point and click. They should require some risk to actually use, like have a maximum range to drop, no more standing 1500m away, you have to be 600m or something. Some kind of lead up time where you need to stand there for 3 seconds before it goes off.

anything to make it a risk/reward item.

that or tie it to TAG something.

#30 Faithsfall

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Posted 27 February 2021 - 01:20 AM

View PostBigbacon, on 26 February 2021 - 12:18 PM, said:

my biggest issue with arty/air is the usage mechanic for them. they require no risk to use, just point and click. They should require some risk to actually use, like have a maximum range to drop, no more standing 1500m away, you have to be 600m or something. Some kind of lead up time where you need to stand there for 3 seconds before it goes off.

anything to make it a risk/reward item.

that or tie it to TAG something.


This idea I like, there are some matches where you have cramped quarters and it's arty after arty after arty for no risk to those that are using it. It doesn't need to be removed just tweeked a bit.

#31 VeeOt Dragon

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Posted 27 February 2021 - 02:15 AM

as an LRMer myself i haven't notice much of a difference as far as LRM usage. there is always a spike during an event. hell i love my LRM Dervish-6MR, LRM Archer-2R, and of course my C4 Catapult. (actually thinking of stripping the AMS off my Dervish for another ton of ammo).

i'm ex missile artillery in the US Army so i love my indirect fire. right up in the second line raining death. i also have hand tremors so some days the only way i'm gonna do meaningful damage is with my LRM boats. lately i have been rotating between the Dervish and my Iron Dome Corsair (RAC/5s and MLs)

as for Arty/Air strike well i can see the need to perhaps lower the range on them. like you said 600-700m sounds good.

#32 Dozer6

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Posted 27 February 2021 - 06:32 AM

Love my lrm's,

And my BSW-X1 with 3 RAC2's,

MWUUUUHHAHAHAHAHAHAHAHA!!!!!

#33 Meep Meep

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Posted 27 February 2021 - 12:28 PM

Strikes need a range nerf on activation so you can't zoom in from across the map and somehow teleport a smoke canister to the exact spot you want. Hell why not make them an actual canister with physics so you can accidentally bounce it off something and have it land at your feet. Lrm are fine if players would use their ams hardpoint. In pubs the lance that has everyone with at least one ams makes my own lrm spam useless and can eat up a couple of boating mechs salvos and greatly reduce an opposing lances spam.

#34 Dogstar

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Posted 27 February 2021 - 12:34 PM

What is it with tier 1 players that they hate LRMs so much? Surely this 'no skill' weapon is only found in the pit of tier 5? Isn't it all NASCAR with top tier mechs in order to get the good match scores required to stay in tier 1? and I've yet to see any LRM builds classed as top-tier.

After all it can't possibly be a no skill weapon if it let's pilots climb into tier 1 with it? Can it?

Secondly, LRMs are a core element of Battletech since day one, to say that they should be removed is tantamount to saying that you don't want to play Battletech. There are other stompy robot games so I suggest that if you hate LRMs so much you should go play one of those.

#35 John Bronco

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Posted 27 February 2021 - 01:37 PM

View PostDogstar, on 27 February 2021 - 12:34 PM, said:


After all it can't possibly be a no skill weapon if it let's pilots climb into tier 1 with it? Can it?



Yes, it can.

#36 Gagis

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Posted 27 February 2021 - 01:42 PM

View PostDogstar, on 27 February 2021 - 12:34 PM, said:

Secondly, LRMs are a core element of Battletech since day one

Lock-on weapons are the one part of Battletech that translates very poorly to online PvP shooters. Its a jarring design discrepancy that has never really fit the design of any shooter. You don't translate a turn based tactics game into a real-time shooter and expect every element to fit the new completely different format. Tho essentially the same weapon system would probably translate a lot better without the lock-on mechanic.

Especially since lurms in the original board game aren't exactly lock-on weapons the same way as Streaks are, so the implementation as Streak LRM in MWO is extra weird. Thats not how they work in Battletech.

Lurms actually are rather strong these days, as they have been buffed numerous times in a row. The new low firing arc and high missile velocity are major. They are especially strong when used in a coordinated team and the right kind of map. You sometimes even see them used in competitive play.

Edited by Gagis, 27 February 2021 - 01:44 PM.


#37 Dozer6

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Posted 28 February 2021 - 05:54 AM

View PostGagis, on 27 February 2021 - 01:42 PM, said:

Lock-on weapons are the one part of Battletech that translates very poorly to online PvP shooters. Its a jarring design discrepancy that has never really fit the design of any shooter. You don't translate a turn based tactics game into a real-time shooter and expect every element to fit the new completely different format. Tho essentially the same weapon system would probably translate a lot better without the lock-on mechanic.

Especially since lurms in the original board game aren't exactly lock-on weapons the same way as Streaks are, so the implementation as Streak LRM in MWO is extra weird. Thats not how they work in Battletech.

Lurms actually are rather strong these days, as they have been buffed numerous times in a row. The new low firing arc and high missile velocity are major. They are especially strong when used in a coordinated team and the right kind of map. You sometimes even see them used in competitive play.

Imagine a lance that knows what they are doing and puts the noob lrm boat to good use?

Imagine the tears then...

#38 Maxzer

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Posted 22 March 2021 - 08:51 AM

View PostThe6thMessenger, on 24 February 2021 - 05:53 AM, said:

Where are you getting all those LRMs fired at you?

My matches are rather barren with LRMs, it's hard to finish my event rewards.



I have no idea, IG its just a wall between TIER 2 and TIER 1

Tier 2 players seems to LRM spam and ARTY spam the most bc its a Skill "ceiling" with Tier 2

People spam and arty rush in TIER 2 with my experience

Sorry for the late response.

If you'd like to talk more about it get me on discord


Id have to text you on another APP since this makes my discord characters question marks

Edited by Maxzer, 22 March 2021 - 08:52 AM.


#39 Maxzer

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Posted 22 March 2021 - 08:58 AM

View PostVellron2005, on 26 February 2021 - 12:08 PM, said:

As a LRM afficianado - Oh, you thought a nerf was gonna make us cry for mommy and give up?

Lol..

HELL NO! We here buddy, and we ain't going anywhere.. so you better bring an umbrella.. cose' it's gonna rain steel tonight.

Also.. No.. Arty/Air and LRM spamm is the same as it has always been.. it's the snipers that have multiplied like cockroaches since AC2/RAC2 spamm made it possible to boat them and shoot them from 1100 meters with impunity.

If you wanna cry for a nerf, cry for nerfing long-range spam. It's unfair that an AC2 boat can cut you in half from well over 1000 meters, and a LRM boat can't even lock and defend him self at that range..






However You have your right to play any build you want. I'm not crying for a nerf. IT was a "concern for the games future" since its very apparent it takes little skill to "Lock on" and sit at the back of the map.

However LRM's do belong In MWO and any MechWarrior game. I just think they are still being spammed. Its a way for a buddy of mine to be able to climb to Tier 3 in 4 days and is now in Tier 2 just by using LRM's.


they died to mediums and lights rushing them but that didn't stop them from getting 3 kills or more

I agree LRM's boats are fun but I dont personally see skill in it.

I've been playing MechWarrior games since 2004. LRM's were used as a "support" weapon. not as a primary tip of the spear role as you see in MWO at Tier 2


This is my honest opinion

and you can whine all you want that "I want a nerf" but that's not the case.

I will still stand by my word saying ARTY is Overpowered, there is no risk for people who bring out a light mech with 2 arty strikes and a air strike.

and IN MY OPINION its Overpowered. and I stand by that

Edited by Maxzer, 22 March 2021 - 09:00 AM.


#40 OldSchoolCav

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Posted 22 March 2021 - 12:33 PM

If you catch Arty 7 times on the Ramp on HPG, move off the ramp! Take the top, or engage in the rotato. That's like whining that maps should be changed to remove chokepoints because you and your lancemates got burned down pushing through one by one. Also, maybe consider not standing your 100 tons of slow-*** assault directly next to 300 - 400 tons of your friends. I think strikes are just punishment for crowding your friends. Let me guess, you couldn't back up because someone was standing right behind you?

Don't blame the game, fix your positioning errors.

Arty/Air is tricky. Battletech has always been totally disconnected from real world current combat capabilities. In a perfect world, with development resources beyond modifying a spreadsheet, I'd prefer to see two ways to call Arty/Air:
1) called with a click on the map but with a larger CEP (https://en.wikipedia..._error_probable) and a longer flight time to impact (more like 30 seconds), or
2) Called via tag with a much smaller initial CEP that increases if the tag is not held, with CEP centered on the location of the last tag, eventually exceeding the CEP of a strike called via the map.

Both should mark on your team's minimaps, but there should be no smoke for the enemy to react to. The first allows enemies to move out of the danger zone before your rounds impact and could require you to have the map open for a 5 - 10 seconds - the second makes you a target as you hold the tag on target. Risk vs. Reward.

I also think strike frequency could be handled by implementing a max number of strikes called in a 2.5 minute period to simulate gunner fatigue. If time to target is 30 seconds, using all 5 possible strikes in any 2.5 minute period causes cooldown to increase by 15 - 30 seconds.





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