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LRMs are way overpowered


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#121 Tulpe

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Posted 06 November 2012 - 09:53 AM

Say whatever you want,RLM are way to good right now and they Dominate the Battlefield, try to get through with a scout, againt 2 Cata with each 2 LRM 20 you will be dead before you see them, also Fact is you have a hard time to avoid the massive damage from them they are way to good Aimed an even get throught some rocks an hills and still hit you hard its no Fun to play like this the team with the most (skilled) LRM Boats wins no Doubt about it!

(sorry if my English ist not too good , im German , but i think everone will understand what im saying.)

Regards Thomas

#122 Rocket2Uranus

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Posted 06 November 2012 - 10:10 AM

View PostSharg, on 01 November 2012 - 02:24 PM, said:

I think having the LRMs be less accurate, with a higher spread, would fix the problem. I mean, if they are this incredibly, deadly accurate now, what good will NARC or Artemis IV be later?


higher spread means nothing when a premade of missile boats are there.
Accuracy isn't the issue.

The targeting system needs to be nerfed.

Missiles shouldn't be able to lock on from teammate's seeing an enemy.

Missiles should only home in a target via "direct vision" or "Narc". If its a lock on from friendly mech's vision. Hit chance should be reduce to something like 25% per missile. Even at that a gun boat of LRM 15 x 3 will still be able to land multiple hits.

#123 XvDraxvX

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Posted 06 November 2012 - 10:15 AM

View PostHomingSperm, on 06 November 2012 - 10:10 AM, said:

Hit chance should be reduce to something like 25% per missile. Even at that a gun boat of LRM 15 x 3 will still be able to land multiple hits.


Great then i want all Lasers to have a 25% chance to do 0 dmg when they fire 2 or more at me. Same with AC rounds and Gauss Shots.....

#124 Noth

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Posted 06 November 2012 - 12:32 PM

View PostXvDraxvX, on 06 November 2012 - 10:15 AM, said:


Great then i want all Lasers to have a 25% chance to do 0 dmg when they fire 2 or more at me. Same with AC rounds and Gauss Shots.....


Sure when those can freely shoot over most terrain and home in the target without need of actually seeing the target.

Edited by Noth, 06 November 2012 - 12:32 PM.


#125 WildeKarde

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Posted 06 November 2012 - 12:43 PM

The issue I've got with LRM is even if you step back around a building still some damge get through, if a laser is fired then it stop. Even a gauss can clip the building and miss. Not so with lrms which I've watched bank around a corner after me :)

LRM's in TT were supposed to be 1 damage per missile and not all hitting, SRMS were supposed to be 2 damge per missile without all hitting. Currently all lrms hit but not all srm's.

In TT you could cross an open map with a couple of catapults shooting at you and get in close, in MWO if two catapults are spamming lrms then even if you don't die crossing to them then you are just about dead by the time you get there.

#126 Cataphract

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Posted 06 November 2012 - 02:05 PM

I love how people say LRMs are the only "viable" way to play. Pure and utter BS. every map has zones close to or entirely immune to LRM support and no one cares to even try to find them or lead the enemy there then complains about LRMs beating the crap out of them all the time. All LRM boat teams are utter trash too. The only success they have is against another team primarily made of slow trials or pugs unwilling to fully work together. The reason the devs won't change LRM damage from 2.0 is because of the change ECM will bring to the battlefield. Changing LRMs back down to anything less than 1.5 dmg per missile would make them utter trash and only usable on the triple 15 D-DC and even then that would be a crutch on your team. I agree that AT THIS MOMENT 2.0 dmg is a little much, but we do need to see the effects of Artemis and ECM before the devs start tweaking them any further. There are a myriad of ways around LRM support. Most people don't think on a competing level and all it takes is one mech with a few streaks and pulse lasers to utterly wreck the enemy spotter then using cover to advance on the LRM boats is childs play if there is any cover between you and the support mech. It doesn't help an entire team almost always chases the shiny light mech instead of letting the faster more nimble mechs of the team take care of it. Nothing ruins a good team more than people on an ego trip chasing a light in an assault as though not getting that kill will ruin their life then realizing during the distraction their entire front line is being rear ended at full strength from the enemy team.

Edited by Cataphract, 06 November 2012 - 02:06 PM.






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