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Fix LRM's so they arn't the dominating force in every match


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#41 Deadoon

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Posted 03 November 2012 - 03:38 PM

View PostFather Ted Kerensky, on 03 November 2012 - 02:13 PM, said:

If everyone would equip AMS, stick together and properly use cover this wouldn't be an issue.

It's about as likely to happen as the Pope becoming Hindu.


If everyone needs to hide and work together to counter 1 weapon system, there is a balance issue with that weapon system.

#42 Father Ted Kerensky

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Posted 03 November 2012 - 03:48 PM

You're right. Because in real life if we could only nerf bullets people could go back to the preferred and honorable tactic of marching in straight lines, wearing bright clothing, and using musical instruments to command the troops.

#43 Noth

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Posted 03 November 2012 - 03:52 PM

View PostFather Ted Kerensky, on 03 November 2012 - 03:48 PM, said:

You're right. Because in real life if we could only nerf bullets people could go back to the preferred and honorable tactic of marching in straight lines, wearing bright clothing, and using musical instruments to command the troops.


real life =/= game. A good competitive video game needs to be balanced

#44 Father Ted Kerensky

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Posted 03 November 2012 - 03:56 PM

I find it amazingly hard to believe that people are utterly unable to comprehend how easy it is to counter long range support.

But hey, who am I but a simple Catholic priest, banished to this feckin' island... the money was just resting in my account!

Edited by Father Ted Kerensky, 03 November 2012 - 03:57 PM.


#45 Foxwalker

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Posted 03 November 2012 - 04:00 PM

View PostDeadoon, on 03 November 2012 - 03:38 PM, said:


If everyone needs to hide and work together to counter 1 weapon system, there is a balance issue with that weapon system.


Not really true, as the same applies to good snipers. Top a hill and see if a Gauss Kitty does not double tap you. As said many times before in this very thread, tactics matter, not just aiming well while shooting fast. Think of the game more like it is chess than a run and gun. In chess you do not move any piece foreward without making sure it is covered or protected by at least 1 or 2 other pieces.

#46 Father Ted Kerensky

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Posted 03 November 2012 - 04:02 PM

Now, I will admit that Caustic Valley does lend itself to horrible bog-downs due to the sheer lack of cover, but the other three maps offer plenty of ways to deal with long range support.

#47 Noth

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Posted 03 November 2012 - 04:05 PM

View PostFoxwalker, on 03 November 2012 - 04:00 PM, said:


Not really true, as the same applies to good snipers. Top a hill and see if a Gauss Kitty does not double tap you. As said many times before in this very thread, tactics matter, not just aiming well while shooting fast. Think of the game more like it is chess than a run and gun. In chess you do not move any piece foreward without making sure it is covered or protected by at least 1 or 2 other pieces.


Guass cats have to expose themselves to shoot, are slower and under armored. They have risks to doing what they do. An LRM boat just has to worry about a light mech that went unseen. Hardly teh same thing.

#48 Foxwalker

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Posted 03 November 2012 - 04:23 PM

View PostNoth, on 03 November 2012 - 04:05 PM, said:


Guass cats have to expose themselves to shoot, are slower and under armored. They have risks to doing what they do. An LRM boat just has to worry about a light mech that went unseen. Hardly teh same thing.


A big oversimplification. Most LRM boats are the same platform - a Catapult, so armor is generally the same. LRMs are not effective in 100% cover, as the missles will just hit what is in front of the mech. Some exposure is actually necesary. As far as exposure is concerned for a Gauss Cat is concerned, check out Ohm's chart. The Gauss is the second farthest throw weapon in the game, nearly 2X as great as an LRM. A K2 or anything else that can mount a Gauss can tag you from far enough away that the missle lock does not matter.

Further, you are right I am comparing apples to oranges, the Gauss has no limitations Range 0 to 1980, while the LRM can only do damage between 180-1000. I guess there is no convincing you. The truth is evey weapon (except maybe flamers and machine guns) used correctly is OP. That is why, in Chess a queen can still be taken by a pawn. And in this game a commando can still take out an LRM boat or a K2. The OP is relative.

#49 Foxwalker

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Posted 03 November 2012 - 04:27 PM

View PostFather Ted Kerensky, on 03 November 2012 - 04:02 PM, said:

Now, I will admit that Caustic Valley does lend itself to horrible bog-downs due to the sheer lack of cover, but the other three maps offer plenty of ways to deal with long range support.


There is tons of cover in Caustic. In fact I have found a good team can easily take out an LRM heavy group.

#50 Rhent

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Posted 03 November 2012 - 04:35 PM

The problem is people are too stupid to counter LRM's. Its pretty easy to deal with LRM's.

Step 1: Use Cover.
It's a basic thing, and cover is in all maps. You run around the sides and you use walls and you can't get hit.

Step 2: Drain the LRM Boats of ammo.
You get within 975M of LRM boats and wait for them to fire, and as soon as you see a volley you go in reverse past 1K and preferably get into cover. Wow, the missiles miss now.

Step 3. Get within 170M of LRM Boats
LRM's can't fire at 170M or less. If you close, even the best Cat build w/ 2 LRM15s, 2 Med Pulse Lasers and 2 Streaks can be fought a lot easier at that range w/o their 2 LRM15's

Step 4. Use Cover again
Use the buildings and hills to block terrain when close to a LRM boat. As soon as you see a volley duck behind the cover so the rounds miss.

Step 5. Send the lights around the backside of the force and get within 170M to again Kill the LRM boats

Step 6. Mass AMS fire to greatly alleviate LRM damage

I run a gauss cat, streak cat, lrm boat cat and a lrm/streak/pulse cat, and frankly I have little to no problem dealing with LRM fire because I play the game on my terms not a LRM Boats terms (ie stand out in the open like a ******** mongoose and die and then come to forums and complain about your own lack of tactics)

#51 Sulf

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Posted 03 November 2012 - 04:37 PM

LRM boats are a powerful loadout, Though they only work with a team effort. Forced into close range, without a target, or distracted by a light mech and they become worthless.

The current tactic is to use spotters. This falls down if you kill the spotter.

For that matter, Artemis will not help much, as it only works with direct line of sight. meaning you can shoot back.

MW:O is not a typical shooter. You have to play smarter than the other team.

#52 ohnd Reaper

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Posted 03 November 2012 - 04:51 PM

I'd say the real issue atm is not being able to kill the scouts due to laggy hit boxes. Which seems to be happening alot these days and not just fast lights.

just my 2 cents

#53 Aurien Titus

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Posted 03 November 2012 - 05:23 PM

People seem to forget that before LRM's got their damage buff, they were almost never deployed on the battlefield because they were useless beyond shaking a 'mech. AMS' shoot down enough missiles that with the lowered damage people just ignored them. It took so many salvos from an LRM boat to put a dent in a 'mech that people just looked to other weapons systems. So if we wanna take LRM's back to canon, then we need to take AMS back to canon. No more than 6 missiles shot down per salvo(rare to actually shoot that many down), no firing at missiles not incoming to you, and only 12 shots per ton.

Edited by Aurien Titus, 03 November 2012 - 05:24 PM.






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