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Thunderstruck


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#1 Gorgo7

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Posted 21 May 2024 - 11:28 AM

So what cry baby with the devs ear complained that the Thunderbolts velocity were OP?
Come out and admit you were the sniveler whoever you are!

The Thunderbolt hits the scene with a minimum useful velocity for an LRM weapon system and within a month its time to nerf that OP Thunderbolt because...because?

How about LRM's at 450 m sec
Thunderbolts at 300 m sec
and Streaks at 300 m sec.

It's not like everyone is using seeking missiles.
In fact I bet the numbers would show they are the least used weapons in the game.
Why even bother with missile hard points? Only the most unusual and esoteric Mechs with missile quirks up the wazoo make it onto the battle field.

All others rust.

#2 Sneaky Snek

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Posted 21 May 2024 - 12:45 PM

View PostGorgo7, on 21 May 2024 - 11:28 AM, said:

So what cry baby with the devs ear complained that the Thunderbolts velocity were OP?
Come out and admit you were the sniveler whoever you are!

The Thunderbolt hits the scene with a minimum useful velocity for an LRM weapon system and within a month its time to nerf that OP Thunderbolt because...because?

How about LRM's at 450 m sec
Thunderbolts at 300 m sec
and Streaks at 300 m sec.

It's not like everyone is using seeking missiles.
In fact I bet the numbers would show they are the least used weapons in the game.
Why even bother with missile hard points? Only the most unusual and esoteric Mechs with missile quirks up the wazoo make it onto the battle field.

All others rust.


Lock on babies in shambles even tho their velocity nerf actually helps them not overshoot at closer ranges

#3 Battlemaster56

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Posted 21 May 2024 - 01:00 PM

Tbh it's just the 5 and 10's that really the issue the 15 and 20 weighs god damn to much for a bigger punch when a bunch of 5's can easily achieve that and doesn't weigh alot and have a good cool down. But really I haven't seen anyone crying about even my friend who is a big lurm guy and he doesn't even like thunderbolts.

#4 Gorgo7

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Posted 21 May 2024 - 01:22 PM

Thanks for passing on your gossip.

"Nobody really cried about it, but everybody I played with noticed how crazy strong, bordering on broken, thunderbolts are.

So strong without a debuff they make LRMs and Streaks obsolete"

Nice. They were stronger than the weakest weapons in the game...better debuff them! How about buffing all the seeking weapons? ...you know, make them stronger. Reduce the velocity of all ac by half. Extend the lasers beam time by double. Now the weapons are balanced.
I reject the narrative of "some people I play with noted that they were being damaged by a seeking weapon"

It was not broken. It was an average weapon with few users given the number of ECM in any given battle. Its tonnage is obscene and its rate of fire is pathetic.

Seeking weapons are as weak as it gets in this game and should be abolished or completely reworked.

#5 Felbombling

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Posted 21 May 2024 - 01:56 PM

My initial thoughts on the T-bolts was bad, and I said so in a post suggesting MRMs were a better option. After the April patch they were a ton better, and I noticed that their power was in their tendency to strike center mass. The velocity drop and spread increase shouldn't hurt them too much. Having said that, I'd still prefer them to be a single missile with the corresponding damage value, but perhaps with the Streak SRM random 'bone targeting' feature thrown in. Everything can't be Center Torso hits 95% of the time. That just seems brutal.

#6 GargoyleVine

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Posted 21 May 2024 - 02:17 PM

Thunderbolts were fine, I will play tonight and see if they jacked them, they better still sound bitchen or I will have something to say !!

#7 ScrapIron Prime

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Posted 21 May 2024 - 02:28 PM

View PostNine-Ball, on 21 May 2024 - 12:20 PM, said:

- they do the same thing as LRMs but concentrate their damage 100x better.


If I'm spending 15 tons on a weapon to do 20 points of indirect fire damage, I should get SOMETHING more than the 10 ton weapon gets.

Nope, they nerfed it not because of effectiveness but because of issues with the missiles being too fast for the lock on mechanic. (Right, got it. Anyone want to buy a bridge?)

#8 KursedVixen

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Posted 21 May 2024 - 02:28 PM

pre-patch 5's are aimbot single missiles constantly hitting ct if target is facing you that is a big problem for cauldron who supposedly hates lock-on weapons.

I'll have to try them now.

Edited by KursedVixen, 21 May 2024 - 02:49 PM.


#9 Gorgo7

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Posted 21 May 2024 - 02:57 PM

View PostNine-Ball, on 21 May 2024 - 02:50 PM, said:

Kinda hard to take you seriously when you intentionally misconstrue observable performance in-game as gossip.


Well, when you say that your pals felt they were crazy strong, bordering on broken, that is not observable performance, it is gossip.

#10 Gorgo7

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Posted 21 May 2024 - 03:06 PM

View PostSneaky Snek, on 21 May 2024 - 12:45 PM, said:


Lock on babies in shambles even tho their velocity nerf actually helps them not overshoot at closer ranges


It's nice that they have a workaround concerning overshoot at closer ranges but the reality is that IF this issue actually exists they have had ten years to fix it.
Frankly, it seems that the direct fire mafia has struck again.
No one seems willing to address the issues I have brought up (in the past granted) regarding time to acquire target or the fact that a target must be held during flight time.
Velocity is a multiplier for seeking weapons.
If the star chamber feels that they need to be slowed then perhaps they should lock as per direct fire weapons and be fire and forget. Get a new lock and shoot again instead of steering them into the target.

#11 feeWAIVER

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Posted 21 May 2024 - 03:29 PM

They never should have added another lock on weapon, it just opens a can of worms and emotional baggage.

#12 Sneaky Snek

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Posted 21 May 2024 - 03:42 PM

View PostGorgo7, on 21 May 2024 - 03:06 PM, said:

It's nice that they have a workaround concerning overshoot at closer ranges but the reality is that IF this issue actually exists they have had ten years to fix it.
Frankly, it seems that the direct fire mafia has struck again.
No one seems willing to address the issues I have brought up (in the past granted) regarding time to acquire target or the fact that a target must be held during flight time.
Velocity is a multiplier for seeking weapons.
If the star chamber feels that they need to be slowed then perhaps they should lock as per direct fire weapons and be fire and forget. Get a new lock and shoot again instead of steering them into the target.



??????
The problem was they moved too fast for how well they tracked so they actually wouldn't hit their target.


Anyways, lock on weapons that only hit your CT is bad game balance so it's understandable they received slightly more spread to make up for the fact the tracking will now be BETTER

#13 GargoyleVine

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Posted 21 May 2024 - 04:23 PM

Thunderbolts are a more aggressive missile system not a stand still with a tag system imo, I only use the 20, works good when with team starting to push then use your main weapons, only have them on an old Atlas, plus it reminds me of old mechassault jav missiles, as far as lock on, most missile systems are lock on, like for say a heat-seeker and for those not liking getting ct'd or whatever from them, cry me a river as you shoot me in the back from 5 million meters with a gauss, remember try to have fun and mech on !!

#14 Novakaine

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Posted 21 May 2024 - 04:37 PM

They Blue flashlight mod wins yet again.
260 huh why not just put wheels on them.
So we can just roll em at our targets.

Edited by Novakaine, 21 May 2024 - 04:39 PM.


#15 ScrapIron Prime

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Posted 21 May 2024 - 04:52 PM

Tiny helicopter grenades.

#16 KursedVixen

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Posted 21 May 2024 - 05:01 PM

View PostfeeWAIVER, on 21 May 2024 - 03:29 PM, said:

They never should have added another lock on weapon, it just opens a can of worms and emotional baggage.
Had to give inner sphere ATm equivlent..

#17 Battlemaster56

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Posted 21 May 2024 - 05:24 PM

View PostKursedVixen, on 21 May 2024 - 05:01 PM, said:

Had to give inner sphere ATm equivlent..


It's not a ATM equivalent, that's MML's this Thunderbolts are more tigher spread lrm's with shorter range.

#18 Novakaine

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Posted 21 May 2024 - 06:11 PM

View PostLapisMaddog, on 21 May 2024 - 05:12 PM, said:

Thunderbolts were oppressive especially against lights cause they were able too hit ct 90%+ of the time and required no skill at aiming and you didn't have too expose, also the change was needed even if thunderbolts weren't too strong cause their tracking was bugged and would overshoot targets at close ranges. And by blue flashlight mod wins yet again I assume you are talking about ERLL mechs which are not even the strongest weapon, its currently a fast brawl meta and brawl lights can shred snipers.


Strange I never not once saw my thundersnails over shoot a target that's just bs.
And the Blue Flashlight Mob is any thing with no skill point and click lasers.

Edited by Novakaine, 21 May 2024 - 06:11 PM.


#19 Gasboy

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Posted 21 May 2024 - 06:36 PM

View PostGorgo7, on 21 May 2024 - 11:28 AM, said:

Why even bother with missile hard points?


SRMs work just fine.

#20 Novakaine

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Posted 21 May 2024 - 08:45 PM

View PostLapisMaddog, on 21 May 2024 - 06:30 PM, said:

It was a commonly reported bug, and lasers require a lot more skill then lock ons at least you have too put your mouse over the mech instead of a square around the mech and lasers have too expose. And if its so no skill then why not 1v1 mirror mechs with blue laser mechs if it requires no skill then the 1v1s should be roughly equal.

No you have to put your "tag laser" on the target in the "square" and then hope those snails make it there before it moves.
Or intercepted by AMS or simple terrain features.
Not insta-hits for missiles.





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