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Lrmageddon - Aka: Lrm Warrior Online

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#1 mau5trap

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Posted 24 March 2014 - 05:29 PM

LRMageddon III

A series of videos collected over the LRMageddon III weekend. Should be interesting to compare notes after PGI dials LRMs down from 11. Keep an eye on those targeted paper dolls.

Enjoy!



Can't beat 'em? Join 'em! Watch as I become a missile boating fool too.



Missile boating is boring so let's NARC someone!



"Dude"



"LRM Warrior Online Part 4"


_

#2 DeathlyEyes

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Posted 24 March 2014 - 06:00 PM

I noticed a lot of those mechs had AMS, looks like it doesn't mater.

#3 L Y N X

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Posted 24 March 2014 - 06:56 PM

Most mechs still dont use AMS, but AMS matters now more than ever! Once everyone is using AMS then the number of tons of ammo vs number of tons of LRMs will begin to matter. In general this feels more like it should, LRMs forces a team not to close through open ground, as it should be.

#4 Mazzyplz

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Posted 24 March 2014 - 07:00 PM

View Post7ynx, on 24 March 2014 - 06:56 PM, said:

Once everyone is using AMS


what?
not everybody SHOULD BE USING AMS. it should be a choice if you want to sacrifice weight for it.
this stupid patch actually kinda forces players to take it.
bad patch

#5 _Comrade_

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Posted 24 March 2014 - 07:15 PM

At least he plays the Raven as it should be, a scout mech use to tag or ecm the enemy and not a combat mech

#6 Magic Murder Bag

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Posted 24 March 2014 - 07:26 PM

No offense, but this LRM apocalypse doesn't hold a dime to both the closed beta and open beta ones (especially the latter since the bug caused the splash damage [correct me if wrong here] to become psycho bonkers crazy and all the matches were a sea of cats, stalkers and altai D-DC's)

Edited by Magic Murder Bag, 24 March 2014 - 07:26 PM.


#7 LiGhtningFF13

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Posted 24 March 2014 - 11:56 PM

... hihi this clip put it straight!

#8 Iqfish

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Posted 25 March 2014 - 01:31 AM

You have been registred since Feb. 2013, so you should know what a REAL LRMpocalypse is.
The LRMs are fine imo, they will even get a slight nerf next patch.

#9 WM Jeri

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Posted 25 March 2014 - 05:15 AM

View PostMagic Murder Bag, on 24 March 2014 - 07:26 PM, said:

No offense, but this LRM apocalypse doesn't hold a dime to both the closed beta and open beta ones (especially the latter since the bug caused the splash damage [correct me if wrong here] to become psycho bonkers crazy and all the matches were a sea of cats, stalkers and altai D-DC's)



I will give you that..I was one of the LRM boats in the video. To be effective we really needed the spotting capability to project our firepower. The NARC change was a huge bump in giving us that ability. I never ran LRM's before and am mostly a direct fire player. I do know that the effectiveness of our LRM lance would degrade without a light dedicated to spotting or depending on the pilot spotting.

Mau5strap is an awesome spotter and mastered that NARC thing to devestating effect. The problem I see really is expectations. New players start decidedly behind experienced players. In both terms of equipment and learning curve, but that is the case of reality. I watched one of the largest tank battles since WW II unfold at Medina Ridge...equipment and training disparities were key to that victory so in this instance gaming mirrors reality.

Trying to balance that is simply impossible and here is where the developer stumbled in developing a community. Because in a community people take and train new players, they get those mechs that are sub-optimal builds while running solo into a formation of players who since are coordinated easily by voice that new player starts to receive some combat multiplier benefits because of the force composition they are with and the coordination on voice.

They will simply never balance the game by tweaking this or that to the extent everyone is happy. Warfare be it in a game or in real life is about command and control and combined arms as well as fire an manuever. Long are gone the days of lining up in ranks and walking towards each other firing on the go. For me this game is about the people I play with, they make it fun, the game is just the vehicle...that is where this developer is failing, in fostering the tools necessary for establishing a real, vibrant and interactive community within their game....not on these forums.

And as for players that dont want to deal with a group...all I can say is then you will be at an inherent disadvantage, I don't care what game you play.

Edited by WM Jeri, 25 March 2014 - 05:22 AM.


#10 kesuga7

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Posted 25 March 2014 - 05:38 AM

wheres your ams bro?!
http://mwo.smurfy-ne...869176ce7051484
If you drop the ams and drop to 232 armor you can fit two medium pulse lasers in


though as jeri said the lrm boats wouldn't have been as effective without a spotter
so calling this a lrm apoc may be stretching it because it involves a dedicated mech with lower firepower to spot
or teamwork :D

Edited by kesuga7, 25 March 2014 - 05:40 AM.


#11 mau5trap

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Posted 25 March 2014 - 01:34 PM

View PostMazzyplz, on 24 March 2014 - 07:00 PM, said:

bad patch



Could not agree more!




View PostGrimwill, on 24 March 2014 - 07:15 PM, said:

At least he plays the Raven as it should be, a scout mech use to tag or ecm the enemy and not a combat mech



I like to occasionally pilot the "sneaky raven" twin ERL build but it's not really my thing. If you notice I keep reversing direction which is a big no-no for a light plot, which I am not. I honestly prefer mediums or heavies over lights but tolling with the NARC over the weekend was so damn hilarious.




View PostMagic Murder Bag, on 24 March 2014 - 07:26 PM, said:

No offense, but this LRM apocalypse doesn't hold a dime to both the closed beta and open beta ones (especially the latter since the bug caused the splash damage [correct me if wrong here] to become psycho bonkers crazy and all the matches were a sea of cats, stalkers and altai D-DC's)



I did miss the closed beta fiasco but it is part our unit's collective memory so we are calling this latest edition LRMageddon III. You would think after LRMageddon 1 and 2 we could have avoided a third ???





View PostWM Jeri, on 25 March 2014 - 05:15 AM, said:

Mau5strap is an awesome spotter and mastered that NARC thing to devastating effect.



Notice how he did not call me an awesome light pilot? Either way, thanks WM Jeri. I will be posting more videos as I find the time.





View Postkesuga7, on 25 March 2014 - 05:38 AM, said:

wheres your ams bro?!
http://mwo.smurfy-ne...869176ce7051484
If you drop the ams and drop to 232 armor you can fit two medium pulse lasers in



I have a triple medium pulse build I use in league drops but this was all about the NARC baby. After I figured out the NARC ballistic speed, I make additional modifications, dropping more components to carry a second ton of NARC ammo. I figured 2 tons (24 shots) of NARC would be more effective than the raven pretending to be a brawler.


_

#12 mau5trap

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Posted 25 March 2014 - 01:39 PM

Second video added to the first post in the thread. The latest is actually the first video where I was playing "Stalker Carpet Bomber". We won the match but the PUGs had difficulty maintaining any sort of locks as they ran for cover from the red team LRM barrage. The video was noteworthy because it was mostly dueling LRMs and the inspiration for adding one NARC equipped Raven to the missile boat mix.



Can't beat 'em? Join 'em! Watch as I become a missile boating fool too.



Missile boating is boring so let's NARC someone!




_

#13 Arctourus

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Posted 26 March 2014 - 04:49 AM

Nothing wrong with lrms. They're not grossly overpowered. They're not broken. They're not a god weapon. The effect is merely the result of getting a patch with an announcement that LRMS had been changed, so the natural reaction is for everyone to drop with lrms to see what the changes are. As compared to closed and early open beta where lrms were bugged, this is nothing but a new patch fad where everyone is looking to see how the tuning changed the dynamics of a single weapons system. And, like every other of a million posts like this where someone who doesn't like a weapon system sounds off as soon as a change is made that prompts everyone to check that system out, it is most certainly not the dawn of an LRM only age, nor an AC or PPC or so on and so forth. No FOTM has ever, in my experience, forced me to change how I play if I play intelligently in the first place, nor has any six ppc this or 80 lrm that or triple uac this ever ruined anything except maybe the skills of the person doing it.

It'll be fine. There's lots of better things to do out there than perch on the edge of your keyboard and wait for something to complain about.

#14 Synapse49

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Posted 26 March 2014 - 12:41 PM

Looks like mau5rap is "LRMing the ropes!"

Get it.... LRMING the ropes!

Maybe it's just the people I'm playing against. Yes LRMs are more common now. But shouldn't they be? No one was using them before!

Also, I'd never been NARC'ed prior to this patch. I tell you what, for the 4+ tons needed for a NARC it's sure worth it for groups dropping together.

#15 TheSteelRhino

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Posted 26 March 2014 - 12:53 PM

LRMS are basically fine. this is nothing as already noted to the previous LRM-pocalypse.

Speed is not the issue so much as folks needing to adjust play style. There is LOTS of cover.

You can choose to take AMS..or not choose to take ams. But think of it this way..multiple AMS's support each other, and actually allow folks in close proximity to protect each other.

LRMS should be a viable and legitimate threat. I do think the number that 1 mech can put into the air at once is a bit much, but that's less of a problem with LRM speed. But they are going to slow them down a bit, so there is a chance to take cover so that will likely offset it.

No matter what walking across open ground is generally not the best idea.

#16 Ryoken

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Posted 26 March 2014 - 01:07 PM

View PostRhinehardt Ritter, on 26 March 2014 - 12:53 PM, said:

LRMS are basically fine. this is nothing as already noted to the previous LRM-pocalypse.

Speed is not the issue so much as folks needing to adjust play style. There is LOTS of cover.

You can choose to take AMS..or not choose to take ams. But think of it this way..multiple AMS's support each other, and actually allow folks in close proximity to protect each other.

LRMS should be a viable and legitimate threat. I do think the number that 1 mech can put into the air at once is a bit much, but that's less of a problem with LRM speed. But they are going to slow them down a bit, so there is a chance to take cover so that will likely offset it.

No matter what walking across open ground is generally not the best idea.

+1
LRM are still way slower than ballistics and can easyly be avoided using cover. Fast mechs can even simply outrun them. If you are not able to handle that there even is buffed AMS that saves the day.

Imho they should leave LRM speed as it is, or if they reduce it from 175m/s to 160m/s than they should reduce the LRM flight arc.

Basically LRM are fine and people who cry about it should better learn the basics about video game combat.

#17 Ryoken

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Posted 26 March 2014 - 01:18 PM

View PostWM Jeri, on 25 March 2014 - 05:15 AM, said:

And as for players that dont want to deal with a group...all I can say is then you will be at an inherent disadvantage, I don't care what game you play.

Catering the brainless pug masses and trying to balance the game based on incapability is key for PGI to develop the game in the wrong direction.

The decision to hinder teamplay, trying to put actual groups of players playing together into a disadvantage and destroying community build up by artificially creating a huge 5-11 player gap for teamplay is just utterly wrong.

Give those pugs a simple solo only queue for the beginners to do their first steps and for the bad players to feast on the weak to pat their stats... (Though I feel sorry for the new players they have to suffer or else the solo puggers do cry)

And than focus on a team based queue to forge groupplay in different team sizes, like for example 2-4player(3-3-3-3), 6player(1-2-2-1) and 8player(*) game modes.

*make those 8 players choose two or more mechs of different weight classes to make it easier for the MM

#18 stevemac

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Posted 26 March 2014 - 01:23 PM

View Postkesuga7, on 25 March 2014 - 05:38 AM, said:


though as jeri said the lrm boats wouldn't have been as effective without a spotter
so calling this a lrm apoc may be stretching it because it involves a dedicated mech with lower firepower to spot
or teamwork :huh:


you said a bad word there.........Team work is OP it ruined the game didn't you know :lol:

Like was said before this has nothing on the day they gave us artimis in CB. All it did was force people to change tactics and look at your surroundings. Not run out into the middle with your meta one button warrior and one shot everything.( those are the ones afected the most about the LRM changes) and is this not the 500th thread on this subject.

decent vids on how a light is supposed to operate.

Edited by stevemac, 26 March 2014 - 01:28 PM.


#19 mau5trap

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Posted 26 March 2014 - 03:40 PM

In case you did not experience the weekend carnage first hand, this video is a great example of the NARC + LRM exploit. Watch as the match opens with a spider downed in 17 seconds by LRMs followed by the rest of the enemy team. Ouch!


"Dude"





Well, the spider got what he deserved. His navigational challenged decision ended his game exactly 45 second into the match. He was lucky to enjoy the tranquil 28 seconds before the first LRM impact.


RIP little guy, we barely knew ya!



Spider
TAG to First Missile Impact = 5 seconds
First Missile to Death = 17 seconds

Jager #1
NARC to First Missile Impact = 7 seconds
First Missile to Death = 14 seconds

Jager #2
NARC to First Missile Impact = 8 seconds
First Missile to Death = 5 seconds

Jager #3
NARC to First Missile Impact = 5 seconds
First Missile to Death = 12 seconds

Jager #4
NARC to First Missile Impact = 21 seconds (LRM boats were obviously distracted by Internet pr0n or something)
First Missile to Death = 25 seconds

Stalker
NARC to First Missile Impact = 12 seconds
First Missile to Death = 25 seconds

Commando
TAG to First Missile Impact = 8 seconds (Commando was also hit with NARC 4 seconds later)
First Missile to Death = 11 seconds


There were other Stalkers, Atlas and at least one Hunchback hit with NARC but my review of the video showed the twin missile boats engaging other targets and not focus firing. The short death times above also benefited from pug assists. Once the red team started to fall there was no reason to hold back. However, I did note that a few of the blue team assaults just stopped pushing and waited for the missiles to finish the work. Maybe they got bored?


_

Edited by mau5trap, 26 March 2014 - 03:42 PM.


#20 AdultPuppetShow

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Posted 26 March 2014 - 04:03 PM

The LRM rain is their fault for not mowing your Raven down in a timely manner.





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