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Lrms Balance


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#141 Scout Derek

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Posted 16 March 2023 - 03:32 PM

View PostClint Taurus, on 11 March 2023 - 08:50 PM, said:

The only cancer I see in this game are the comp/streamer types seal clubbing pugs and then complaining that the pugs don't like it. I guess the disrespect for the rest of the player base will continue by the game's seal clubbers until morale improves.

There's a reason why I stopped making videos recently, and that's because the lack of content has been deafening to me, as well as a combination of other games being far more interesting and worth my time.

At the end of the day it really does get tiring to do the same stuff over and over again, and if you don't believe me, you can just "muh jarlz" my stats and notice the trend of me playing more often has gone down significantly. My skill has remained the same more or less in QP, I attempted to go into comp only to realize that it was somewhat dead and I wouldn't be able to grow much there either due to a lack of opponents.


Aside from that offtopic point, I do want to say nerfing LRMs even though they are one of the worst weapons to rely on to begin with is just nonsense and a ridicule attempt to get people who hate LRMs equally to agree with him so he can make a point about how people agree with him... even though I imagine some of these people may not realize that if you want to remove a weapon, you remove it, not nerf it into oblivion where not even the mechs quirked for it, albeit very few, can't even make use of it.

Wanna know another useless weapon? Clan streaks. nerfed into the ground. They weren't much of a threat before but now you hardly see them being used. Know why? Because they suck, and no one wants to be stuck using a water gun against a super soaker.

#142 Runecarver

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Posted 17 March 2023 - 08:21 AM

Well this thread certainly shows how out of touch with actual weapon balance the original poster is.

#143 Noesis

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Posted 17 March 2023 - 09:55 AM

ECM, AMS and Radar deprivation in the current game, not to mention the sensible use of cover as a tactic to avoid LRMs has made the weapon system effectively useless, and that's even with a +40 tube mech. In short, LRMs don't need nerfing any further, if anything the following elements need to be reconsidered:

ECM spam has meant it difficult to find locks, you can spend entire minutes chasing the target only to be unable to establish a lock where ECM has been applied. This even extends to those mechs shielded by another mech's ECM.

AMS in any sensible number can completely shut down LRM fire. Again the counter to LRMs here is too effective.

Radar deprivation negates the idea of improving skilling in target decay.

Cover is variable but on some maps much more obviously diminishing LRM performance (e.g. Solaris City).

#144 Dread Priestess Shakira

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Posted 17 March 2023 - 10:07 AM

View PostD A T A, on 03 March 2023 - 10:28 AM, said:

I'd like to hear what people think about the topic. 1) LRMs have very low skill requirements, they are very close to an aimbot, which is the negation itself of the concept of PvP: they just should not be nearly as good as the other weapons, because they require no aim to be used. 2) Due to their easy nature, tier 3-4-5 are INFESTED by LRM rains, and at times these filthy aimbots bring cancer even in comp, which is laughable per se. 3) The overabundance of LRMs causes the ECM spam as a reaction, because all the other countermeasures got nerfed directly or indirectly into the dust. 4) LRM rains invalidate many slow mechs without ecm, reducing game diversity, because they are just too big to use many objects as covers and LRMs now travel too fast to even let them go to cover, due to the stupidity of the LRM velocity buffs delivered by Chris, pre cauldron. 5) AMS/LAMS are useless, you get rained regardless 6) LRMs can not be balanced on AMS solely, because many clan omnis can not effectively mount it. 7) LRMS got buffed repeatedly in a direct or indirect way in the last 4 years (velocity buff, velocity tree, velocity quirks, missile HP boost, ECM nerf, Radar Deprivation nerf) PROBLEM I am sick of a situation where you get hit by missiles so quick that Betty can't even finish saying "warning incoming missile" anymore. I am sick of seeing most 70-100 tonners without ecm behave just like LRM landing platforms. PROPOSAL Nerf LRM velocity so that slower mechs have more time to travel to their cover, and so that AMS has more time to shoot down incoming missiles.


I mostly disagree with the sentiment that LRMs are game breaking. I use them quite a bit (i use a lot of other loadouts too), and this is my defense of LRMs, as well as some critique of how they maybe could be handled better.

First, LRMs are pretty easy. That's fine in my opinion. They're great for cadets still getting acquainted with maps and gameplay to use as they get their bearings straight, and comfortable enough to try brawl and skirm builds later. I recommend cadets to use medium or heavy LRM boats and stay at a distance until they can move up to equipping a tag, and getting within 500m range to use them more effectively. They're really good for acclimated the noobs in this fashion because the game can be kind of overwhelming at first.

Second, they're pretty easy to counter really. If that LRM boat didn't think to take seismic sensors or target retention, especially. Nothing ruins a LRMers day like an ECM light to the back. Hope they remembered a side arm for this situation, stayed close to their team, or even have the torso pitch to reach the ankle-biter shooting them in the b-hole with machineguns or an array of tiny lasers. Not only that, but the LRMers range is significantly shorter than an ER large laser, Light and standard Gauss Rifles, and about on par with AC2/UAC2/LB2X. This makes LRMs only truly unbalancing in flat open areas with several LRM boats on a team pitted against a team full of short range brawl builds lacking in competent light pilots.

What I can agree with you on is this... AMS feels useless. If you have less than 3 AMS slots, it almost seems pointless to use it. Just dump the points into radar dep instead and ECM if you have it. Rather than nerfing LRMs, I'd rather see AMS get buffed honestly. 1 AMS with skill nodes buffing it should feel like more protection than it provides and I definitely think that would be a fair adjustment.

Honestly, if there is any weapon that really grinds my gears right now, it'd have to be ERLL boat snipers. you can't reach them with any thing, and if your team chose poor positioning there is just sometimes nothing you can do to escape their punishment (especially if paired with LRMers). There's a lot of nuance here though, with regard to team comps, match making, positioning and team communication/cooperation. Which is another thing as well... maybe lift or at least reduce the restrictions on cadet voice comms?

i think maybe 5 games in let the cadets speak VOIP, because even if they're just asking questions to better understand what's going on it could improve a lot of games in the lower tiers, and i stay low tier because i'm always playing with new mechs and new builds and experimenting. i've had games with over 1000 damage countless times. i've also had under 100 damage games countless times and still do depending on what i'm playing with. I've also brought in new players from games like World of Tanks that are situationally aware, and ready to contribute in very helpful ways to voice comms intelligence right out the gate. This game more than any other i've played really emphasizes teamwork and communication, which i think is a good thing. So maybe cultivate more of it by opening things up more for those cadets?

i'm also not opposed to integrating more game modes for different types of play where match making may fail to compensate. higher reward, more competitive tier quick play, and then maybe a more testing ground and new player quick play mode might be worth considering. if you jump in the more competitive games with experienced players maybe having in those modes the ability for the team to vote other team mates up or down so game play patterns place you. potential abuse and toxicity, sure, but it's the big dog league over there. don't have that in the softer quick play mode more geared for less competitive players. really rough spit balling ideas here, but just wanted to get some thoughts out that have been bouncing around in my head so maybe as a community they could be more shaped and solidified by others with similar ideas.

#145 Dread Priestess Shakira

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Posted 17 March 2023 - 10:20 AM

View PostRunecarver, on 17 March 2023 - 08:21 AM, said:

Well this thread certainly shows how out of touch with actual weapon balance the original poster is.


in a recent match, my friend recognized a name on the opposing team as a habitual complainer in voice chat that would cry a lot about long range weapons but most specifically LRMs. I just happened to be in a Nova Cat LRM boat at the time, and "OH? Who?" got the pilots name and immediately singled them out and LRMed them into the stone age just to be a pest. i'm sure their complaints distracted and demoralized our opponents, and contributed to our swift victory and many lols. yeah, i can be jerk some times lol. i learned on LRMs though, and i definitely have had runs for hours where i was stonewalled trying to play LRM boat and repeatedly owned, so i know they're not unstoppable.

if you are new, learning, and getting comfortable with the game through LRMing just jump on quick play between the early morning and early afternoon US eastern standard time/eastern daylight time (GMC-5), only queue for NA and Euro games, and you'll get some damage and kills in. come evening though, if you think you're getting away with it, you got another thing coming because match maker has a harder time putting you with all tier 5 players. the tier 1 and 2 boys do not tolerate the LRM boats and will not suffer them long lol. if you want to brawl and skirm that's a great time to get in. also, maps matter. brawlers and skirms should smash on those solaris votes. votes unpopular maps to intentionally get your modifier up higher, then vote on maps like solaris city to force close engagement with a ton of terrain obstacles that canopy you from LRM rain.

if you want, save those modifiers to vote Terra Therma and have a lance of your friends running hot lead, flamers and MGs (preferably light mechs) waiting to rejoice in the uncanny slaughter of everyone that keeps voting for snow maps. my friends and i will throw map votes for bigger multipliers all the time for hijinks and lols. everyone should try it once in a while. usually i'm just holding back voting unless it's for conquest because it's big c-bills, but some times you gotta force a brawl or lol too.

Edited by Dread Priestess Shakira, 17 March 2023 - 10:21 AM.


#146 Duke Falcon

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Posted 19 March 2023 - 12:54 PM

View PostDread Priestess Shakira, on 17 March 2023 - 10:20 AM, said:


in a recent match, my friend recognized a name on the opposing team as a habitual complainer in voice chat that would cry a lot about long range weapons but most specifically LRMs. I just happened to be in a Nova Cat LRM boat at the time, and "OH? Who?" got the pilots name and immediately singled them out and LRMed them into the stone age just to be a pest. i'm sure their complaints distracted and demoralized our opponents, and contributed to our swift victory and many lols. yeah, i can be jerk some times lol. i learned on LRMs though, and i definitely have had runs for hours where i was stonewalled trying to play LRM boat and repeatedly owned, so i know they're not unstoppable.

if you are new, learning, and getting comfortable with the game through LRMing just jump on quick play between the early morning and early afternoon US eastern standard time/eastern daylight time (GMC-5), only queue for NA and Euro games, and you'll get some damage and kills in. come evening though, if you think you're getting away with it, you got another thing coming because match maker has a harder time putting you with all tier 5 players. the tier 1 and 2 boys do not tolerate the LRM boats and will not suffer them long lol. if you want to brawl and skirm that's a great time to get in. also, maps matter. brawlers and skirms should smash on those solaris votes. votes unpopular maps to intentionally get your modifier up higher, then vote on maps like solaris city to force close engagement with a ton of terrain obstacles that canopy you from LRM rain.

if you want, save those modifiers to vote Terra Therma and have a lance of your friends running hot lead, flamers and MGs (preferably light mechs) waiting to rejoice in the uncanny slaughter of everyone that keeps voting for snow maps. my friends and i will throw map votes for bigger multipliers all the time for hijinks and lols. everyone should try it once in a while. usually i'm just holding back voting unless it's for conquest because it's big c-bills, but some times you gotta force a brawl or lol too.


Why people think Solaris city is an LRM-crippler? Since friday to now (sunday) I played 7(!) on Solaris city with a 6xcLRM15 Nova cat. 4 matches we won 3 we lost but all 7 matches pushed my PSR up with a big green arrow! Solaris city may seems a good choice to make LRMboats meme.
Note that direct LOS make faster lock (or dumbfire if within 300 metres) and rockets traverse faster! Chosen a city map where you hardly able to fall back because stuck? It's lurmin' time baby! More damage with LRMs than on Canyon or other "so called lurmer maps". Deal with it, good lurmers could lurm you everywhere no matter the map!

OTOH...

LRMs may seem nice for starters but most then became a "plz lockz 4 meh" dudes always complain if one tell them to get their own locks! Bad habit. Not say that not lock if teammates hit "r" and enemy appears on your radar, because you soften those up for your teammates. If they not appreciate help, their problem...
BUT! IF ANYONE may decide to go with lurms for the beginning, forget asking locks! Learn to get your own or you never left the middle of T5 ever! Catch up with your team and not horison-bombing! Or you luv 2 be easy prey, dunno, it's up to you...

Just some of mah 2cents after some good lurming through these weekend!

Go for PPCs because those looks fancy! Or boat UAC2-5s, fancy li'l pain-in-da-*** stuffs <= sorry mods, the original hungarian term would be more offensive and rude!

#147 LordNothing

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Posted 19 March 2023 - 08:28 PM

if you take a low mobility lerm platform into solaris city you are going to have a bad time.

Edited by LordNothing, 19 March 2023 - 08:29 PM.


#148 Dr Wubs

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Posted 19 March 2023 - 10:21 PM

View PostDuke Falcon, on 03 March 2023 - 11:49 AM, said:

With all due of respect...

BUT! Indirect fire weapons (in this case LRMs) are vital part of any army. Banish them is foolish. Nerf them? Nerfed enough! I sometimes use LRM boats and their damage delivery IS LAUGHABLE AT BEST. Even worse if we are all frank about them. Getting locks is not as easy as evade lurm-rain whatsoever. Even in slow mechs. LRMs are a mere joke compared what they should be! I understand that some of you dislike them. No infantry likes a good artillery barrage, sure...
.


We get to hear this argument every time this comes up.

If LRMs are like an artillery barrage, then make them like an artillery barrage: no lock on, you just get to rain on one spot or spin 360 degrees and vomit your missiles like a lawn sprinkler without lock-on.

Because the indirect fire is only half the selling point. The other half is that no aim is required. You can play an LRM mech after 5 shots and 8 beers without issue because the game handles the aiming for you.

All of that being said, I think Data is slightly wrong. LRMs are all over tier 5, they are common in tier 4, and they are occasional in tier 3.

They used to bother me, but in retrospect, they are a test for players to escape from the low tiers.

But they are a nuisance. If you want to balance them, how about this:

Lock-on can only be achieved 2 ways: tag or NARC

That would mean the end of 'everybody get locks for me' while I sit in back until a light carves me up like a Christmas ham.

It would still make lock-on possible, but someone would have to aim (via tag or firing a NARC) to achieve lock-on.

And you could dumb-fire your LRMs where you think the enemy is if no one tags them for you.

#149 Curccu

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Posted 20 March 2023 - 01:01 AM

View PostLordNothing, on 19 March 2023 - 08:28 PM, said:

if you take a low mobility lerm platform into solaris city you are going to have a bad time.

FTFY
Got some XP of that... few times.

View PostDr Wubs, on 19 March 2023 - 10:21 PM, said:

But they are a nuisance. If you want to balance them, how about this:

Lock-on can only be achieved 2 ways: tag or NARC

That would mean the end of 'everybody get locks for me' while I sit in back until a light carves me up like a Christmas ham.

It would still make lock-on possible, but someone would have to aim (via tag or firing a NARC) to achieve lock-on.

And you could dumb-fire your LRMs where you think the enemy is if no one tags them for you.


There is nothing in this post that would BALANCE anything just make worst weapons system of the game even more worse.

Pretty much nobody who doesn't have LRMs or have buddy in a group with LRMs has TAG or NARC, this proposition would basically eliminate LRMs even having indirect capability in QP

Have you ever tried dumpfiring LRMs into target? With current 210m/s velocity it is impossible to hit anything that is not just sitting on the hill overwatching. Increase LRM velocity to 500m/s at least and this proposition starts to look somewhat feasible. (all other weapons capable doing real damage to 1km have about 3 times that velocity or more (excluding ATMs)).

#150 LordNothing

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Posted 20 March 2023 - 01:11 AM

View PostCurccu, on 20 March 2023 - 01:01 AM, said:

FTFY


there are a number of rooftops to lerm from if you have jumpjets.

#151 Curccu

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Posted 20 March 2023 - 03:33 AM

View PostLordNothing, on 20 March 2023 - 01:11 AM, said:


there are a number of rooftops to lerm from if you have jumpjets.

Sure but that is a large number of JJs required to get into those places and not many heavy/assault can do those jumps even with max JJs.

#152 LordNothing

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Posted 20 March 2023 - 05:04 AM

View PostCurccu, on 20 March 2023 - 03:33 AM, said:

Sure but that is a large number of JJs required to get into those places and not many heavy/assault can do those jumps even with max JJs.


so its not for your lerm fatlas.

#153 Bassault

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Posted 21 March 2023 - 10:06 AM

Turbo based. Nerf sky cancer.

#154 foamyesque

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Posted 21 March 2023 - 10:39 AM

Jesus Christ, drop a heatsink and kit some AMS already. Or drive something that goes faster than 48kph, whichever.

IDF is powerful, which is why LRMs have been nerfed to hell and back again, but right now they're absolutely weaker than other options for the same range. Expose against an LRM machine and against a PPFLD build (brawl or sniper, either one) and see which one manages to pop you first. Or, alternatively, take a few minutes to pop into Testing Grounds and see which one can core out an Atlas fastest.

'AMS is worthless' is just flat wrong. One ton of AMS investment can result in actual hundreds of points of damage you or a teammate doesn't take. A mech that actually does AMS as a serious business can stop even more -- I think my own personal record is 1800+ missiles shot down in QP in a triple AMS Nova. When you can negate an entire 90 ton mech's loadout with three tons of gear, the loadout that's overpowered ain't the one being shot down, y'know?

If I could mount a one ton piece of kit that imposed an accuracy penalty on direct fire guns you bet your *** I'd put it on every single mech I could. That's why ECM is so popular, since it's the closest thing to that. You expose and it tends to at least delay the counterfire, making your own shots more accurate and more effective, and on top of that because their return shot is more rushed *and* might not have a paper doll, it's less effective. And on top of all of *that* it allows you to manouver and position more freely and reduces being focused to death.

You could have no lockon weapons in the game whatsoever and ECM, as implemented right now, will still be the most effective use of slots and tonnage on any mech that's capable of it.

Edited by foamyesque, 21 March 2023 - 04:12 PM.


#155 sycocys

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Posted 21 March 2023 - 01:16 PM

View Postfoamyesque, on 21 March 2023 - 10:39 AM, said:

Jesus Christ, drop a heatsink and kit some AMS already. Or drive something that goes faster than 48kph, whichever.

From what I derive from DATA's complaint is that LRM's are super op at ~200m in los (and probably behind his direwolf).
-There's no other way the LRMs are hitting and raining through before the audio trigger unless they are that close - plus he's probably running hot (maybe delaying it - with stock audio triggers) and likely running a sound mod (which could be doing who knows what with a poorly rendered audio file for something else).

And if you are flanking that close with most weapon systems then a dire wolf is in trouble,and the rest of them only have a queue after you get hit.

#156 LordNothing

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Posted 21 March 2023 - 10:09 PM

they always wanted to turn lermers into brawlers so they could have exclusive access to the far lands for camping. and really in that range bracket you are better off with mrms/atms.

#157 Kynesis

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Posted 21 March 2023 - 10:16 PM

View PostJC Daxion, on 04 March 2023 - 06:10 AM, said:

the big issue for them with me is the whole direct fire and the flat arc. The best part of LRMs is being able to toss them over the front line, now they fire flat like MRM's. I wish even direct they had a bit of an arc


The whole point of enabling this feature was to get lrm's into the fight and not just sit at the back waterbird tapping the fire button once a minute.

#158 LordNothing

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Posted 21 March 2023 - 10:18 PM

View PostKynesis, on 21 March 2023 - 10:16 PM, said:


The whole point of enabling this feature was to get lrm's into the fight and not just sit at the back waterbird tapping the fire button once a minute.


i think getting rid of free c3 would do that a hell of a lot better than more closer more better.

#159 Dr Wubs

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Posted 21 March 2023 - 11:14 PM

View PostCurccu, on 20 March 2023 - 01:01 AM, said:



Pretty much nobody who doesn't have LRMs or have buddy in a group with LRMs has TAG or NARC, this proposition would basically eliminate LRMs even having indirect capability in QP

Have you ever tried dumpfiring LRMs into target? With current 210m/s velocity it is impossible to hit anything that is not just sitting on the hill overwatching. Increase LRM velocity to 500m/s at least and this proposition starts to look somewhat feasible. (all other weapons capable doing real damage to 1km have about 3 times that velocity or more (excluding ATMs)).


It would make it like real-life indirect fire support, which is what this person was claiming.

It would require skill: bring your tag up front and stop sitting in the back like a piece of furniture.

#160 Curccu

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Posted 22 March 2023 - 04:13 AM

View PostDr Wubs, on 21 March 2023 - 11:14 PM, said:


It would make it like real-life indirect fire support, which is what this person was claiming.

It would require skill: bring your tag up front and stop sitting in the back like a piece of furniture.


real-life indirect fire support, coming into front? LOL! How about 20-70km away with artillery and missiles 50-3000km away from frontline?

And why would we have LONG RANGE MISSILES if we need to shoot them from SHORT RANGE MISSILE ranges?

Edited by Curccu, 22 March 2023 - 04:16 AM.






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