


If You Are Getting Killed By Lrms, You Are Doing It Wrong.
#101
Posted 07 November 2012 - 07:57 AM

#102
Posted 07 November 2012 - 07:58 AM
Backstabbing ****, on 07 November 2012 - 07:52 AM, said:
lol, yes we should all use LRM now because this guy spent "a while" to buy a scrubby weapon with scrubby ammo.
#103
Posted 07 November 2012 - 07:58 AM
During our 4-man team extravaganza we lost only...twice I think? Once was not something related to LRMS, the other time was. Several of the games we won involved large groups of LRMS, however there was enough cover in the map and we took down scouts fast enough where we were not rained down on.
The one time we lost due to LRM spam was on Caustic Valley. We were city-side, and went around the volcano moving as a team. We came out on the far side near the lake... and we were wide in the open. We got hammered.
Now, did we lose due to LRMS? yes. Did we have zero chance of winning? No. Had we gotten more information from our scouts(they died fast, didn't say a thing) we could of walked the 3 line and flanked them.
LRMs are not unstoppable. You have to utilize terrain - heck even the bases have a HUGE missile-stopping structure in them now. AMS just became more important as well.
Point is, Teamwork and tapics > LRMs and teamwork. Teh End
#104
Posted 07 November 2012 - 08:12 AM
We were stomping people for hours last night never losing. At some point we even stopped worrying about our movements and just marched towards them in a firing line and still we didnt lose. Only close matches were when we came on other competent teams boating lrms.
The fact is that artemis is not working as intended. Even missiles before were slightly op in the right hands. usually before like 90% of missiles hit larger targets, now with artemis not only is it 100% but its all to one location and they avoid cover completely. Artemis is only supposed to affect direct LOS fire and doesn't work with tag and only is supposed to increase efficiency by around 35%.
#105
Posted 07 November 2012 - 08:15 AM
Bleary, on 07 November 2012 - 06:54 AM, said:
This.
But don't forget to include the fact that Artemis should not work with indirect fire, so indirectly fired Artemis LRMs should work exactly like normal LRMs.
#106
Posted 07 November 2012 - 08:19 AM
Sample size clearly shows that missleboats are OP. To say, "The counter is to hide and use cover" is not enough... not when they can lock and kill at 1000 meters while you are tucked behind cover.
"Protip" guys need to dial back the hate and realize this is a legitimate balance issue and not just bad players.
Quit being such drama queens.
#108
Posted 07 November 2012 - 08:23 AM
Yet they said 2.0 double heat sinks would make lasers OP? I think we just got trolled by PGI...
Edited by Purlana, 07 November 2012 - 08:24 AM.
#109
Posted 07 November 2012 - 08:23 AM
EgoInstigator, on 07 November 2012 - 08:19 AM, said:
It doesn't help that "hide and use cover" could be an arguement against any and all weapon systems.
It also doesn't help that the new flight path, as you mentioned, completely negates this "counter".
ECM should not be required to be in every game to prevent artemis LRM systems from wrecking in every match.
#110
Posted 07 November 2012 - 08:33 AM
Simply put, the role of cover was one of the main things holding LRMs back from potentially dominating a battlefield. Remove cover, add LRM-boats to trial mech rotation, add Artemis... perfect storm there.
The only silver lining here is that with the Lance system in place, there's slightly less potential for abuse. However, LRM strike path needs to be revised to give cover a good shot again. I don't need DFA missiles to own people... especially because it means I'll be DFA'ed back, too, and I like my cover very much.
#114
Posted 07 November 2012 - 08:45 AM
Scratx, on 07 November 2012 - 08:43 AM, said:
Working as intended...
(Teamwork!)
Which means that LRMs are naturally stronger against pugs. Thus we have an unbalance. A weapon that is worthless when against decent teamwork, and a weapon that is oddly powerful when faced with a lack of team work. Most games consider this a broken weapon and would change it.
#115
Posted 07 November 2012 - 08:47 AM
Belorion, on 07 November 2012 - 04:43 AM, said:
You like boring. Good for you. Lap it up.
Awaiting balance....
Edited by Taiji, 07 November 2012 - 08:49 AM.
#116
Posted 07 November 2012 - 08:56 AM
Yes, you're the greatest MW pilot in the known universe and you are untouchable and always win. Lasers are your personal play things and LRMs are just pretty contrails that paint your world's sky.
For the rest of us mere mortals (as evidenced by the VAST number of posts, if you'd actually bother to bring your nose out of the sky and mingle a little with the proletarians), the game has become unplayable. If what you want is your own little Mechwarriorgods Online game, good for you; and that's what you'll get with your elitist, testosterone "I'm so great, you're so crappy, L2P, stupid noobs" attitude. More power to you. Oh wait, you don't need more power because you're a god in your own mind.
#117
Posted 07 November 2012 - 09:02 AM
I'm also thoroughly enjoying it when I get in the face of one Baddie McBadderson LRM boat, but before I can whittle down his armor and get the kill, his buddy (who is obviously a borderline pro-gamer) launches some LRMs from several hundred meters away. In that case I have to either run away and let both LRM boats live, or die before I can finish the kill - even if I was totally undamaged when the other LRMs started coming in. If the second enemy player is anything but a missile boat, it means that I have a chance to take down my first target; I just need to be careful with maneuvering, shot placement, etc...
As it stands right now, missile boats do not need any kind of screening escorts (which they should). All they really need are spotters and decent mech placement, with the missile boats covering each other. Who needs any brawlers when you can get better and safer damage from LRMs?
#118
Posted 07 November 2012 - 09:02 AM
#119
Posted 07 November 2012 - 09:04 AM
Pre patch:
You were safe from LRMs even when you were being spotted if you had cover between you and the LRM launchers.
LRM launchers had to reposition in order to hit you, or you get flushed out.
Post patch:
You're not safe from LRMs when spotted even if you have cover between you and the LRM launchers like last patch, Theres no need for the LRM launchers to repostion or for the enemy to flush you out. And thats not even with Artemis.
You have to use cover now to break LoS with who ever is spotting you, and thats a lot more difficult than what you had to do before.
It also doesn't help that it seems like Artemis is still enhancing LRMs when the launcher itself doesn't have LoS of the target...
You literally need cover above your head to block LRMs when you cannot break LoS with the spotter.
#120
Posted 07 November 2012 - 09:08 AM
LRMS are not overpowerd, it's the player skill that determines damage, stop QQing about it for heavens sake it's part of world of mechwarrier. I understand why you guys cry and whine so much because when good players take out the other team, the other team always has to make excuses about why they lost, they never think perhaps they got outplayed?
Example:

Perfect example, for every match some1 makes good damage, some of the other team are always gonna blame it on netcode, lrms, or something or other and come crying to forums, and frankly I'm sick of it

Great game PGI.. and frankly if LRMS are making the crybabies leave this game, give them another buff I say, I'll even buy more MC if you do

Don't change your game for the crybabies, your game is better than dat

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