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Rise of the LRM Boats


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#1 xMarshallx

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Posted 03 November 2012 - 08:07 AM

Stealth buff to LRMs right before open beta, DHS nerf and increased heat on laser weapons when everyone in their brother is sporting LRM boats that require 0 skill to hit? Very frustrating changes to say the least. Hopefully someone over at PGI is looking at this closely and rethinking some mechanics that are driving this paradigm shift to all out LRM boating.

#2 Stone Wall

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Posted 03 November 2012 - 08:11 AM

Streak Cat breaks it

#3 Gunghoe

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Posted 03 November 2012 - 08:18 AM

yesterday it was streak cat

daybefore was a gauss rifle

now it is LRM

yesterdays prediction of the future is we all use ballistic hard points

the day before gauss rifle was streak raven

to many people lasors for what ever reason are the control the perfect medium, I on the other had die more from lasors than any other weapon.

Flamer and machine gun should not exist, or be buffed. I fail to see the point of those. any one who uses them should feel bad.

I HATE TO SAY I DON'T THINK EVERY THING CAN BE OP. AS TO MOST THINGS ARE SITUATIONAL AND STRONG AGAINST CERTAIN MECHS!

#4 DemonDealer

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Posted 03 November 2012 - 08:19 AM

mechwarrior online is turning to a all out LRM fight now so strap yourself in and get rattled like no other till they bringout a close range map where we can get our own back till then all close ranged (skilled) pilots will get hit by the lazy good for nothing chickens that just wanna point and click :P

#5 SIN Scythe

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Posted 03 November 2012 - 08:19 AM

I haven't had a issue really. I do agree LRMS are a bit on the noobish side to use for how easy they are and how much damage they do But I have been running nothing but a medium class mech since open beta and I use mostly laser boat cfgs and against lots of teams with LRM boats, I am 23-7 in kill/death and 38-9 win/loss. Just keep them LRMers out of line of sight, use AMS with at least double ammo and they can't get ya to bad. then once you get close they cant hit you with them at all.

#6 ManDaisy

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Posted 03 November 2012 - 08:22 AM

Its to be expected with the influx of new players.. They will flock to the easiest waeapon to use.

Edited by ManDaisy, 03 November 2012 - 08:22 AM.


#7 Gunghoe

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Posted 03 November 2012 - 08:22 AM

View PostDemonDealer, on 03 November 2012 - 08:19 AM, said:

mechwarrior online is turning to a all out LRM fight now so strap yourself in and get rattled like no other till they bringout a close range map where we can get our own back till then all close ranged (skilled) pilots will get hit by the lazy good for nothing chickens that just wanna point and click :P

i am a light, i also use streaks. 3 of them on my commando. so i have to be close. The way the maps are designed are great in the fact that you can flank the LRM boats, the situations are great, take advantage of them. This is one of the most balanced games i have ever played. apart from machine guns and flamer. (I think they where added just for lore)

#8 Carnivoris

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Posted 03 November 2012 - 08:26 AM

Don't be mad at me, people! I'm just using trial mechs that happen to have LRMs on them! I like to use those up before I really enter the fray. Once I get a couple more million c-bills, I'll be using something more suitable to my tastes.

#9 Stone Wall

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Posted 03 November 2012 - 08:26 AM

View PostManDaisy, on 03 November 2012 - 08:22 AM, said:

Its to be expected with the influx of new players.. They will flock to the easiest waeapon to use.


same thing happened in MW3.

#10 buckX

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Posted 03 November 2012 - 08:28 AM

While I agree that Streak cats are powerful as heck, the problem is that SSRMs and LRMs are absolutely out in front. Hit detection issues make anything that seeks a huge boon.

I really don't know how PGI came to the conclusion that damage would "exponentially increase" with real DHS. Setting aside that they're misusing exponentially and assuming they meant "increase a lot", that's still false. Going from what we have now to real DHS would give 10 extra heatsinks or fewer to everybody. Low to medium heat weapons would be able to spam (shock), and lasers still would not be spammable. I run a slunchback, and firing the 7 smalls really doesn't increase my heat very quickly, though it overheat pretty quickly if I bring my 2 mediums to bear. I that kind of silly, given that the mech is supposed to run with all medium lasers (except the head). I don't find it absurd at all that downgrading 2/3 of the weapons and upgrading to DHS makes heat pretty comfortable. Actually running the stock loadout is still super unviable.

Have some math.

Current situation (1.0EHS, 2.0 for others, Small lasers generate 75% of intended heat)
I have 19DHS, 10 of which are in my 260 engine, making a total of 28 dissipation.
7 Small lasers are supposed to generate 2 heat/shot/laser, but only do 75% that much, for 1.5/shot/laser. At 3.33 possible shots/second, the total heat/10 seconds of holding down the trigger on my smalls is 35.
Gap between dissipation and generation: 7

Future situation (1.4DHS, Small lasers fixed)
19DHS grants 26.6 dissipation.
7 Small lasers generate 2 heat/shot/laser, so holding down the trigger generates 46.67 heat/10 seconds.
Gap between dissipation and generation: 20.07

Correct situation (2.0DHS, Small lasers fixed)
19DHS grants 38 dissipation.
7 Small lasers generate 2 heat/shot/laser, so holding down the trigger generates 46.67 heat/10 seconds.
Gap between dissipation and generation: 8.67

Fix small lasers and make DHS into DHS, and the heat for the central bank in a swayback still goes up! It also means that medium lasers are at least a big more of an option, because smalls will still run pretty cool, but the heat gap between them and mediums will be much smaller (currently about 6x, would be just under 4x)

Current math for 19DHS and 7 ML firing:
28 dissipation
70 heat/10
Gap = 42

Math with working DHS
38 dissipation
70 heat/10
Gap = 32

Edited by buckX, 03 November 2012 - 08:33 AM.


#11 Wispsy

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Posted 03 November 2012 - 08:43 AM

the majority of forum users prefer artillery focused games. just have to go with it I guess.

#12 Guido

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Posted 03 November 2012 - 08:55 AM

LRMs haven't had any kind of buff, other than a slight change to the initial launch flight path, since the increase to damage in September. The abundance of them is the only thing that has changed, due to the trial mechs carrying them in spades, and the founder's catapult and atlas carrying them stock. They'll fade out here soon to a normal level, when the new guys start figuring out how to avoid them properly, and they start getting their own custom mechs.

Then there'll be the Gausscat phase, where everyone is getting destroyed by them and they don't know how to counteract them, then it'll be the AC2/AC5 phase. This pattern isn't new by any means people, we saw it after the last two resets in the Closed beta. It was just quicker, because closed beta players already knew the effectiveness of these weapons and how to counteract them. It's just a matter of rock, paper, scissors, except big stompy versions.

#13 QuantumButler

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Posted 03 November 2012 - 08:57 AM

the only reason lrm boating seems so prevalent is 3 of the 4 trial mechs come with lrms.

#14 Corrado

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Posted 03 November 2012 - 09:11 AM

View PostManDaisy, on 03 November 2012 - 08:22 AM, said:

Its to be expected with the influx of new players.. They will flock to the easiest waeapon to use.


and tell me please... how the game was like before the AC2 AC5 buff? i recall premades with 2 streakcats and/or 2 gauss cats, 2 LRMS, 2 atlases (with gauss)

new players excuse is not working.. we have the same amount of streaks/gauss we had before. the only change is that now scouts are tired of being 2shotted by streakcats and so they carry 2-3 streaks too.

Edited by Corrado, 03 November 2012 - 09:12 AM.


#15 Sarda

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Posted 03 November 2012 - 09:16 AM

People really need to understand about Catapult and Atlas LRM boats is there extremely expensive to use, you have to score alot of kills and assists to make anywere near decent money. My Atlas-D-DC is rigged as a missle boat, 2 LRM 20s and 1 LRM 10, with 1800 LRMS, you know how much that costs if I fire them all? (Not hard too btw) Its about 100k in ammunition. 100,000. Theres armor damage, AMS ammo, and alot of other crap that gets added on to that, so we don't make big time money for all asskicking you think were doing, not to mention on several of the maps, or if the enemy team has lots of lights, or your teams lights suck at maintaining a lock, your effectively worthless.

#16 Corrado

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Posted 03 November 2012 - 09:23 AM

View PostSarda, on 03 November 2012 - 09:16 AM, said:

People really need to understand about Catapult and Atlas LRM boats is there extremely expensive to use, you have to score alot of kills and assists to make anywere near decent money. My Atlas-D-DC is rigged as a missle boat, 2 LRM 20s and 1 LRM 10, with 1800 LRMS, you know how much that costs if I fire them all? (Not hard too btw) Its about 100k in ammunition. 100,000. Theres armor damage, AMS ammo, and alot of other crap that gets added on to that, so we don't make big time money for all asskicking you think were doing, not to mention on several of the maps, or if the enemy team has lots of lights, or your teams lights suck at maintaining a lock, your effectively worthless.


that's strange... i carry 1980 LRMs on my 6 LRM5 CAT A1 and when i fire em all it's something like 70-80k rearm. and if i fire em all usually means i end with 800-1000 damage, several kills and a won match, translating in a 220-240k income minus 80k rearm.

#17 Sarda

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Posted 03 November 2012 - 10:34 AM

View PostCorrado, on 03 November 2012 - 09:23 AM, said:


that's strange... i carry 1980 LRMs on my 6 LRM5 CAT A1 and when i fire em all it's something like 70-80k rearm. and if i fire em all usually means i end with 800-1000 damage, several kills and a won match, translating in a 220-240k income minus 80k rearm.


How do you carry more missiles and pay less o.O is there some modifier at work here?

#18 Inkarnus

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Posted 03 November 2012 - 10:37 AM

the problem isnt lrm boats its the free rearm abuse atm if u pay 60k lrm paybill u wont lrm spam like some shitheads do now

Edited by Inkarnus, 03 November 2012 - 10:37 AM.


#19 TimberWolfz

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Posted 03 November 2012 - 10:42 AM

View PostThe Sniper, on 03 November 2012 - 08:07 AM, said:

Stealth buff to LRMs right before open beta, DHS nerf and increased heat on laser weapons when everyone in their brother is sporting LRM boats that require 0 skill to hit? Very frustrating changes to say the least. Hopefully someone over at PGI is looking at this closely and rethinking some mechanics that are driving this paradigm shift to all out LRM boating.

I think a major factor in why so many lrm boats are poping up as well is because of the dodgy hitbox's at the moment with ballistics and lasers, Not only that but LRMS at the minuet are pub stompers so whats the counter to this? Well the awnser is AMS's but there pretty useless inless you can organise the other 7 players to stay in a tightly packed group while marching forward.. I think the game just needs evolving a bit more its still young and people are still havily in the learning curve of the game. Its just a teething problem and in time will fix its self

#20 BigJim

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Posted 03 November 2012 - 11:02 AM

View PostManDaisy, on 03 November 2012 - 08:22 AM, said:

Its to be expected with the influx of new players.. They will flock to the easiest waeapon to use.


Also bear in mind most of the trial mechs come with LRMs as standard





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