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It's time to nerf lrm's and/or spotting


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#61 hanitora

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Posted 04 November 2012 - 08:00 PM

You know, bad netcode is also partially the reason why people think that cover isn't working. It works fine, just stand still next to it.

#62 LarryDaBird

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Posted 04 November 2012 - 08:29 PM

View Posthanitora, on 04 November 2012 - 08:00 PM, said:

You know, bad netcode is also partially the reason why people think that cover isn't working. It works fine, just stand still next to it.


Agreed, honestly before we get into the buff this and nerf that we need a game that actually works...

#63 BlakeAteIt

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Posted 04 November 2012 - 08:38 PM

View Posthanitora, on 04 November 2012 - 04:26 PM, said:

LRM boat is rarely if ever going to be the one detecting you mate. It's always going to be a brawler shooting your face off or a commando squatting in a bush nearby.



Pretty much this. It takes multiple mechs to bring enough LRMs to matter, then a spotter to find targets, then people have to work together to make it happen. AND the targeted team has to NOT kill the spotter, NOT shut down, and NOT rush the artillery.

The targeted team needs to work together. Teamwork is OP, and probably always will be. I suggest you spec for it.

#64 BR0WN_H0RN3T

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Posted 04 November 2012 - 08:45 PM

Hmmm....perhaps they should balance teams on LRM tonnage rather than mech tonnage. LOL!

#65 Hexcaliber

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Posted 04 November 2012 - 10:45 PM

View PostDuck Hunt, on 04 November 2012 - 03:16 PM, said:

Stop trying to destory my game.

Thank you

"Your game" is cheesy, boring, and requires zero skill from the boater, and is the weapon platform offering the least risk to the user, perhaps a single player title would suit you better.

Weapon systems and heat are a mess atm; lrm, gauss, and streaks, that is the extent of the games useful weapons, everything else just generates too much heat for too little return, PPC especially are a frigging joke, while AC are not bad, they could and should be better than they are currently.

#66 Particle Man

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Posted 04 November 2012 - 11:35 PM

View PostKeifomofutu, on 04 November 2012 - 04:25 PM, said:

You say that like jenners don't last longer than Atlas in combat(short of 6 racks of ssrms).



and you say that like they're supposed to.

#67 Keifomofutu

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Posted 04 November 2012 - 11:38 PM

View PostParticle Man, on 04 November 2012 - 11:35 PM, said:



and you say that like they're supposed to.

No I say that like "just kill the spotter duh" is the stupid flippant response that you made it.

#68 Walk

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Posted 05 November 2012 - 12:56 AM

Hi. LRMS are not overpowered. You are simply using the wrong strategy against them. I see it every game, if a team notices the enemy has LRMS, they hide on their side of the map and cower while the enemy gets into position to destroy them. Why? LRMS are long range. Run at the *******. Get one or two light mechs to *** at their rear panels and force them to turn around and break off target while the rest of the group advances under cover. I honestly don't understand why people think LRM's are overpowered...although I guess its the same people who think streak cats are good builds(lol).

#69 DogmeatX

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Posted 05 November 2012 - 12:57 AM

All I really want is for shut down to genuinely lose lock and cause any missiles in the air to continue on their last vector so you can hit power off and if the missiles aren't already coming right at you they will go off on some tangent - unless you power back on and the enemy reacquires lock.

From what i gather that's how it's supposed to work but it doesn't quite seem to (at least from testing myself and a friend tried it also)

I've also had situations, for example, on Caustic where run ahead as a scout - pop head over the ridge to see where enemies are; see LRMs go into the air, reverse/drive back down behind the ridge with NO enemy spotters around and LRMs STILL hit/home somehow.

Either the lock on persists somehow beyond line of sight or the homing aspect didn't break off. I'm 100% positive there were no scouts on my side of the ridge.

So - power down loses lock 100% and ducking down behind cover also loses lock or something if nobody has you targeted. I gather this is how it should work but really it doesn't seem to from my experience so far.

#70 hanitora

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Posted 05 November 2012 - 01:11 AM

View PostDogmeatX, on 05 November 2012 - 12:57 AM, said:

All I really want is for shut down to genuinely lose lock and cause any missiles in the air to continue on their last vector so you can hit power off and if the missiles aren't already coming right at you they will go off on some tangent - unless you power back on and the enemy reacquires lock.

From what i gather that's how it's supposed to work but it doesn't quite seem to (at least from testing myself and a friend tried it also)

I've also had situations, for example, on Caustic where run ahead as a scout - pop head over the ridge to see where enemies are; see LRMs go into the air, reverse/drive back down behind the ridge with NO enemy spotters around and LRMs STILL hit/home somehow.

Either the lock on persists somehow beyond line of sight or the homing aspect didn't break off. I'm 100% positive there were no scouts on my side of the ridge.

So - power down loses lock 100% and ducking down behind cover also loses lock or something if nobody has you targeted. I gather this is how it should work but really it doesn't seem to from my experience so far.

The thing is, the LRMs will become dumbfire and hit whatever location their target was at upon losing lock. If you shut down, you lose lock right in the spot the LRMs are going to hit anyway, so basically you're just squatting right under an incoming dumbfire artillery barrage.
If you are behind a hill or something with no spotters and LRMs coming in, run the hell away from where you're standing. They'll lose lock and the LRMs will harmlessly hit ground.
Alternatively, if you have jump jets, take off, shut down and boom there you go. You'll drop to ground and LRMs will go flying over your head, woosh.

Edited by hanitora, 05 November 2012 - 01:12 AM.


#71 Volthorne

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Posted 05 November 2012 - 01:14 AM

View PostDogmeatX, on 05 November 2012 - 12:57 AM, said:

All I really want is for shut down to genuinely lose lock and cause any missiles in the air to continue on their last vector so you can hit power off and if the missiles aren't already coming right at you they will go off on some tangent - unless you power back on and the enemy reacquires lock.

From what i gather that's how it's supposed to work but it doesn't quite seem to (at least from testing myself and a friend tried it also)

I've also had situations, for example, on Caustic where run ahead as a scout - pop head over the ridge to see where enemies are; see LRMs go into the air, reverse/drive back down behind the ridge with NO enemy spotters around and LRMs STILL hit/home somehow.

Either the lock on persists somehow beyond line of sight or the homing aspect didn't break off. I'm 100% positive there were no scouts on my side of the ridge.

So - power down loses lock 100% and ducking down behind cover also loses lock or something if nobody has you targeted. I gather this is how it should work but really it doesn't seem to from my experience so far.

Without shutting down, lock persists for a few seconds after LOS is lost. If you shut down to break lock, however, you're immobile for a good 5-10s, which makes any LRMs already airborne and within 5-10s have a very good chance to hit you, unless you're behind something solid.

#72 Lefty Lucy

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Posted 05 November 2012 - 01:16 AM

View PostVolthorne, on 05 November 2012 - 01:14 AM, said:

Without shutting down, lock persists for a few seconds after LOS is lost. If you shut down to break lock, however, you're immobile for a good 5-10s, which makes any LRMs already airborne and within 5-10s have a very good chance to hit you, unless you're behind something solid.


And in fact if the LRM boat simply continues to fire with no lock, the missiles will continue to hit you.

#73 Volthorne

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Posted 05 November 2012 - 01:24 AM

View PostLefty Lucy, on 05 November 2012 - 01:16 AM, said:


And in fact if the LRM boat simply continues to fire with no lock, the missiles will continue to hit you.

Unless you're sub 640m, or the *platform* (correct term) has a direct LOS to your 'Mech and you never power up again, the chance of that happening is almost non-existent.

Edited by Volthorne, 05 November 2012 - 01:24 AM.


#74 Allekatrase

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Posted 05 November 2012 - 01:39 AM

My problem is the sheer numbers of missile boats I've been running into. When more than half a team is composed of missile boats it's kinda ridiculous. I don't think buffing AMS is a good solution as that would make LRMS useless as a backup weapon as others have said. AMS is very effective against small numbers of missiles but gets easily overwhelmed with the vast numbers of missiles currently being used. I do think the damage needs to be reduced some. You could cut damage in half and they would still be ridiculous in the numbers that are currently being thrown around.

#75 Creovex

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Posted 05 November 2012 - 01:48 AM

Screw LRMs... where is my LongTom?

#76 GeneralArmchair

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Posted 05 November 2012 - 01:56 AM

On my catapult, I like to JJ to the side and power down at the peak of my jump. In my experience, the LRMs fly to my last known position before I powered down, which is the peak of the jump. Gravity and inertia move my mech down and to the side away from that suspended point.

Given the sluggishness of catapult JJ's, this is really only feasible when you see an Atlas-DC launch 60 lrms at your from 1000m. Smaller jump-capable mechs might be able to pull off the maneuver under more realistic conditions. Maybe the cat will be better at it once there is actually a benefit to take four JJ's rather than just one.





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