

#141
Posted 01 November 2012 - 03:54 PM
#142
Posted 01 November 2012 - 03:57 PM
Splitpin, on 01 November 2012 - 03:54 PM, said:
Because poll is skewed by how many people are consistanly running LRM. I bet 50% of the votes are from them and the other are from scouts that don't have problems because of lag shield or from premades/clans that use them.
Proof is in the match dmg numbers. Not in a poll.
#143
Posted 01 November 2012 - 04:00 PM
Cheers.
#144
Posted 01 November 2012 - 04:03 PM
MorbidGamer, on 01 November 2012 - 03:57 PM, said:
Because poll is skewed by how many people are consistanly running LRM. I bet 50% of the votes are from them and the other are from scouts that don't have problems because of lag shield or from premades/clans that use them.
Proof is in the match dmg numbers. Not in a poll.
What about competitive matches? Where LRMs are highly unsuccessful.
#146
Posted 01 November 2012 - 04:14 PM
I don't know yet if LRMs are OP or not ... so far i would say no. I have done a lot of damage with LRMs when the enemy are foolish and have had games i felt like a massive useless paperweight because of so much cover usage ... then i got flanked and killed to death

What i have seen is that LRMs are doing a very particular role apart form simple damage:
- Denial of area
There is probably a military term for it, but LRMs in a group are excellent at making enemies using an area more than other weapons. This is a good thing, they are a great tool for forcing the enemy to move out of an area like artillery does and for making them think twice about crossing some ground that is being watched.
This **** in role and manoeuvre warfare so teams using LRM support and a scout can punish the foolish and force the hand of the timid.
IT is counter-able though. I got flanked by a Streak Cat in one game and it shut me down. He got to me too late to save his teammates but if he got there a minute before it would have thrown our entire back line into disarray.
LRMs have counters but it takes a lot of teamwork to do it. LRMs however require teamwork to be extremely effective, but without teamwork they are also pretty good.
This is where i think we are seeing the problem. Teams using them kick ***, and even PUGs can use them well enough ... people have just not adapted to counter this issue yet.
Now, this might be a case for imbalance that is sure - but i dont think we really have enough data yet ... however they are working as intended. Denying the enemy thier freedom of movement is extremely useful ... but an organised team can shut town an LRM heavy team VERY effectivly so high end competition games might not be so LRM heavy
#147
Posted 01 November 2012 - 04:28 PM
Iron Jim, on 01 November 2012 - 03:32 PM, said:
And yet you not only read this clearly labeled topic but took the time to post in it. You might want to redefine who is a fool.
i never called anyone any names, ***. Also, i did read it, and just because he is using LRMs and thinks it's because they're overpowered and not that the teams sucked, doesnt change what i said.
Edited by Particle Man, 01 November 2012 - 04:31 PM.
#148
Posted 01 November 2012 - 04:32 PM
Caustic Valley is probably the worst map to play against an LRM heavy team, but there is cover in the map (hint, it isn't necessarily the caldera). All of the other maps have copious amounts of cover.
TL;DR: LRMs punish people who run around alone in an open field, like they are designed to do.
#149
Posted 01 November 2012 - 04:38 PM
MorbidGamer, on 01 November 2012 - 04:05 PM, said:
Then why use them? Why have them at all in a competive match? Because your not telling the full story.
As I said, we don't use them in competitive play, and many of the teams don't either.
As mentioned, teams have tried them, and they've rarely worked. I suspect very few league teams will be using them when league resumes, unless they get some kind of buff.
#150
Posted 01 November 2012 - 04:44 PM
...and all I do in early-game when LRMs are most effective is poke my head in and out of cover. Poke out, LRMs get fired, dodge back behind cover, LRMs lose lock and hit the ground next to you. Ammo is wasted and no damage done. Pretty advanced technique...
#151
Posted 01 November 2012 - 05:26 PM
#152
Posted 01 November 2012 - 05:32 PM
#153
Posted 01 November 2012 - 05:33 PM
Missile boats are fine BTW. Get AMS, use cover, stay in groups.
#154
Posted 01 November 2012 - 05:34 PM
#155
Posted 01 November 2012 - 05:34 PM
They have explody bits stuck on the front man
#156
Posted 01 November 2012 - 05:36 PM
#157
Posted 01 November 2012 - 05:36 PM
#158
Posted 01 November 2012 - 05:39 PM
Hmmm.
Tactics. LRM's are easily rendered ineffective by intelligent tactics.
#159
Posted 01 November 2012 - 05:41 PM
Rathe, on 01 November 2012 - 05:36 PM, said:
That's because in teams, the people have already learned the tactics against missiles.
As an example, if you see two lights circling each other in the middle of the field, and there are LRM boats raining fire down anywhere...well...they're doing it wrong.
#160
Posted 01 November 2012 - 05:43 PM
Desrtfox, on 01 November 2012 - 05:41 PM, said:
As an example, if you see two lights circling each other in the middle of the field, and there are LRM boats raining fire down anywhere...well...they're doing it wrong.
so does that mean that missiles need to be nerfed, or does it mean that PGI needs to teach players how to avoid LRM's better?
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