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Ams Buff...lrm Nerf...or Something? Please?

Balance Weapons Gameplay

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#41 Ihlrath

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Posted 14 April 2023 - 04:34 PM

There's roughly 4,738 hard counters to LRMs and way more than that if you know to use terrain and get out of the freakin' way. We don't need another nerf to an already underpowered weapon system.

Also the plot twist remark.... *chef's kiss*

#42 Krucilatoz

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Posted 14 April 2023 - 05:54 PM

View PostVonbach, on 14 April 2023 - 06:12 AM, said:

LRM's are the one reliable way to counter lights in my experience. Its the only weapon that counters their hit registration issues.
Most lights will run right up to a mech and start blasting away while running around in circles. By the time the LRM's start falling on them its usually too late for them to run to cover at all. I keep a UAV on all of my mechs for just that reason.


The only time i fired my LRM into lights is when there are none better target (assault are highest priority), or, to stop them harrasing my assaults team-mate. And Im not firing full salvo, probably only 1 shot, just to give them the "warning incoming missile". That shot will miss anyway, so I dont want to waste ammo.

With ATM, things rather different. At 60 - 200m-ish, they are spread too much.
But on 300 - 400, atms missile seem to converge into bulk.
I have one-salvo killed several enemy lights with mostly are the bigger lights (urbie, cougar, kitfox).
Locust and fleas are still the hardest tho

#43 Curccu

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Posted 15 April 2023 - 03:11 AM

View PostKrucilatoz, on 14 April 2023 - 05:54 PM, said:


The only time i fired my LRM into lights is when there are none better target (assault are highest priority), or, to stop them harrasing my assaults team-mate. And Im not firing full salvo, probably only 1 shot, just to give them the "warning incoming missile". That shot will miss anyway, so I dont want to waste ammo.


IMO it is very good habit to save friendly from light mech with lurms (and few salvos usually hurt their legs pretty severally) because if you don't most likely you get that light mech into our own arse later Posted Image.

But yes normally fatter the target = better.

#44 Novakaine

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Posted 15 April 2023 - 11:13 AM

I wonder who alt is this one?

#45 Duke Falcon

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Posted 15 April 2023 - 11:32 AM

View PostNovakaine, on 15 April 2023 - 11:13 AM, said:

I wonder who alt is this one?


Da demigod of Failed LURMs. Or someone who absolutely unrelated to the Tuatha dé Danann...

It is a troll topic so feel free to troll it any further!

#46 Blood Rose

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Posted 16 April 2023 - 03:54 AM

View PostVonbach, on 13 April 2023 - 02:07 PM, said:

Light mechs are not weak. They have at least double the armor they should have just because of hit registration issues. LRM's are one of the few weapons that can reliably hit them.

Weird, because in my experience they fold like wet paper bags the moment someone bothers to shoot them. Of course, its also in my experience that a good 60% of Assault players consider Lights beneath them and typically ignore you until you've eaten through their rear armour, or are metachasing tryhards who can happily thump massed volleys into slow moving targets (IE, other Assaults) but are utterly awful at actually aiming at a fast moving target.
Reminder that most Lights cant tote more than 20 armour points on a location, even with PGI's doubling the amount of armour you get per ton.

#47 Saved By The Bell

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Posted 16 April 2023 - 04:31 AM

To my experience, you barely can LRM fast moving small light, like flea, pirana.
IS LRM can hit them somehow, but clan LRM just hitting wrong place.

LRM for shooting big slow targets only. Not streaks.

#48 ThreeStooges

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Posted 16 April 2023 - 06:27 AM

View PostSaved By The Bell, on 16 April 2023 - 04:31 AM, said:

To my experience, you barely can LRM fast moving small light, like flea, pirana.
IS LRM can hit them somehow, but clan LRM just hitting wrong place.

LRM for shooting big slow targets only. Not streaks.


clan and is lrm both have the same speed. It is probability the fire pattern of is having a volley which means more chances to hit rather than the single stream of clan lrm. you also pretty much need max all the missile nodes and target decay to track a light longer. The faster a mech is the easier it can just doge the very slow moving lrms since they only go 300ms at best. The farther the lrms are just gives the lights even more time to dodge. Fire at the minimal range of 180m with los (the is minimal to do damage) and you'll hit the mech.

#49 Dogstar

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Posted 20 April 2023 - 12:30 AM

View PostBattlemaster56, on 14 April 2023 - 01:50 PM, said:

If you want a lock on weapon to help with lights go pick up streaks you'll sandblast them to death no problem.


Yeah, no, that doesn't work actually. Streaks are currently more like a RAC than anything else thanks to their narrow aim arc. Getting a lock vs fast-moving lights at close range is as hard as shooting them with a main weapon so wasting tonnage on streaks as a secondary weapon to deter lights is a really bad build idea.

You'd be better off with LRMs, at least then you can shoot the lights at range.

Edited by Dogstar, 20 April 2023 - 12:30 AM.


#50 Battlemaster56

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Posted 20 April 2023 - 08:15 AM

View PostDogstar, on 20 April 2023 - 12:30 AM, said:


Yeah, no, that doesn't work actually. Streaks are currently more like a RAC than anything else thanks to their narrow aim arc. Getting a lock vs fast-moving lights at close range is as hard as shooting them with a main weapon so wasting tonnage on streaks as a secondary weapon to deter lights is a really bad build idea.

You'd be better off with LRMs, at least then you can shoot the lights at range.


I'm better off not wasting tonnage on a shite tier like lurms that's useless 900% of the time with all the radar deep and ecm around even getting direct fire locks with tag is slow and unreliable.

#51 VeeOt Dragon

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Posted 20 April 2023 - 09:22 AM

i don't know i manage to do alright even on maps like Solaris and the new FWL revamp (only played it a couple of times in LRM mediums). you just have to know when and where to fire. tight maps are a pain and an effort in frustration but it can be done. LRM are far from Useless and are not the "no skill" weapon that so called "elite" players call them. they just take a differing set of skills. are they easier to do damage with, yeah on some maps, no on others. where they excel is with teamwork. if your team knows how to press R and can hold it for a bit then you can devastate. its not just IDF either but the ability to get the lock started before you pop out of cover and fire instead of having to face time an enemy for the couple seconds it takes to get that lock. LRM just takes a different set of tactics to use effectively. hell most mechs run for cover the second they here that missile warning not something they always do when taking direct fire.

#52 MrMadguy

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Posted 20 April 2023 - 09:42 AM

I'll tell you real reason, why I use LRMs in almost every build. MM is dead in this game. Game is dominated by certain amount of Meta 'Mechs and builds. Mostly snipers and overpowered Lights. And therefore only way for lower Tier player to get any meaningful dmg/match score, that is required for almost all events - to equip LRMs to offset minimal dmg a little bit. Without it I just wouldn't play this game at all. Because dying early with 100dmg, as it was back in old times, when I was trying to play properly - isn't fun thing at all. And I don't even play LRM boats. Playing LRM boat is too risky. Sometimes you're king, but if you're unlucky - you're useless. I do, what devs actually expect me to do - play mixed builds.





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