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Would You Accept A Nerf Of 25% To Lrms' Damage?


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Poll: Do you want to reduce LRMs damage to 1.5 from 2.0 per missile? (324 member(s) have cast votes)

Nerf LRM damage to 1.5 from 2.0?

  1. Yes (201 votes [62.04%])

    Percentage of vote: 62.04%

  2. No (87 votes [26.85%])

    Percentage of vote: 26.85%

  3. No, use something between 1.5-2.0 (36 votes [11.11%])

    Percentage of vote: 11.11%

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#101 tvih

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Posted 07 November 2012 - 03:38 PM

View PostKhobai, on 07 November 2012 - 08:38 AM, said:

25% is too much of a nerf. When LRMs were at 1.6 damage they were largely considered useless. I think 1.7 or 1.8 is just about right for LRMs.

They were "largely considered useless" only by those who want their one-button killing sprees. At 1.6 they were at least somewhat balanced, anything above is too much.

#102 Crazycajun

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Posted 07 November 2012 - 03:46 PM

WOULD YOU ACCEPT A NERF OF 25% TO LRMS' DAMAGE?
[color=#A4A4A4]
Started by Sybreed, Today, 10:27 AM
[/color]




No...their fine...

and nerfing solves nothing...don't you guys ever learn?

#103 Locopitts

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Posted 07 November 2012 - 03:49 PM

Why is it that they are anything more than 1 damage again? isnt that was it was in tabletop? maybe we would see some autocannons that way, or PPC's. If they can use indirect fire their damage shouldn't be higher than direct fire weapons

#104 Noth

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Posted 07 November 2012 - 03:51 PM

View Posttvih, on 07 November 2012 - 03:38 PM, said:

They were "largely considered useless" only by those who want their one-button killing sprees. At 1.6 they were at least somewhat balanced, anything above is too much.


Well to be fair, they were useless in premade vs premade (just like now), but they were more balanced for pugs.

#105 Psykosis

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Posted 07 November 2012 - 03:52 PM

View PostCel, on 07 November 2012 - 09:17 AM, said:

That's not how you do ANYTHING in this world.

You don't move into a new house and unpack all your boxes and lay it on the floor so you can organize EVERYTHING at the same time.

You don't put your entire lunch in your mouth THEN begin to chew. (save the jokes)

You certainly don't leave all your projects for the last day before class.


that makes no sense either - so your saying it makes sense to balance a set of features, knowing other features are coming? Keep in mind, this isn't release yet... Post release I'd say absolutely things need to be balanced progressively as items/features are added...but pre-release?? that means all the work balancing prior to ECM for example is now wasted time when another feature is (knowingly) introduced to unbalance it... Time that at this point could be spent developing the rest of the release content instead of playbalancing for....the sake of a couple week's worth of usefulness?!??

#106 Dalorante Corbanis

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Posted 07 November 2012 - 03:55 PM

Large augmentation heat for LRMS

#107 Stone Wall

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Posted 07 November 2012 - 03:58 PM

I think ECM might help with the LRM boats. I'm not quick to call for nerfs, especially in a beta. If this is all the weapons/mechs/equipment we are getting a while, then a nerf might be called for.

#108 soulfire

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Posted 07 November 2012 - 04:03 PM

rather pointless topic lrms are a ***** at the moment because of the flight path which PGI confirmed to be a bug. I figure this might be a better topic after that is fixed and we see what difference arti and in the coming weeks ecm make. Then we can see how both systems balance out. I think more exp players dont have too much trouble avoiding missles. You know have a early warning system telling you they are coming. Even in an atlas I have been able to shoot missle boats with my gauss a couple of times then step behind a hill or building and watch their missles hit a empty spot. I will wait tell ecm comes into play and the fix the arcing bug then will all the facts and systems in play I can make a decision.

Edited by soulfire, 07 November 2012 - 04:05 PM.


#109 Alfred VonGunn

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Posted 07 November 2012 - 04:30 PM

Damage is NOT the Issue.. the Vertical drop from above onto the target is the issue.. You make them climb out like they do now., When they get to say 300m Alt have them fly STRAIGHT at the target.. This does 3 things..

1) Allows the shooter to use more cover when firing..

2) Allows the target the chance to use cover to not get hit...

3) Gets rid of the insane number of head shots from LRMs curently being seen.

This is from someone that normally runs a D-DC LRM boat about 25% of teh time..

#110 shabowie

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Posted 07 November 2012 - 04:38 PM

I'd say its hard to say what LRM damage should be when it is the flight characteristics/game mechanics aspect,of them that is the biggest reason for their being absurd.

#111 The Herrick

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Posted 07 November 2012 - 04:59 PM

View PostCrazycajun, on 07 November 2012 - 03:46 PM, said:


No...their fine...

and nerfing solves nothing...don't you guys ever learn?


I think we can all guess what type of weapons you boat.

#112 topgun505

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Posted 07 November 2012 - 05:10 PM

Simply reducing the damage is not really fixing the problem. The problem is the trajectory. I don't know if it is just LRMs in general post-patch that are doing it or only ones guided by Artemis, but whatever the cause the arc needs to go back to what it was previously so cover can be a useful deterrent.

Maybe keep that 90 degree trajectory but ONLY in the case of the firing unit mounting Artemis and ONLY when it has direct LOS to the target (not another mech feeding it targeting info) ... and also NOT when the unit is mounting ECM (as it would have sufficient IR and radar jamming capability to defeat it). Plus the ammo should be hella-expensive that mounting a huge quantity of Art IV-LRMs would simply not be feasible. One or two launchers with one or two tons each yeah ... but when you're mounting and using 5+ tons ... you're taking a loss even if you win.

If that happened I think most people would be happy ... although even then I'd bet that most people would still be clamoring for damage to be reduced to at most 1.75. I mean ... what's the point of double armor if you are going to double the damage of the weapons too? Makes no sense. And in any case ... LRMs were meant to flush units out of a given area and soften them up. They were never meant to be a back-breaking weapon. Reducing to 1.5-1.75 I think should be feasible ... still keep them useful, but not have them outshine everything else on the field.

#113 Odweaver

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Posted 07 November 2012 - 05:14 PM

If you want to nerf LRMs don't modify the damage, give a meaningful distinction between Direct and Indirect fire in terms of spread as C3's and C3is arn't in yet

#114 AC

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Posted 07 November 2012 - 05:19 PM

LRM need to go back to 1. Look at it this way. A hunchie has on average about 300 pts of armor (located everywhere) The torsos max out at 160 armor. MAX

You currently get spotted and twin LRM 20's streak in. That is 80 points of damage. But lets get realistic... this is Missile Warrior Onling right now, so 3 missile boats target you. That damage jumps to 240pts damage. Even spread out, the damage will concentrate on the torsos and we have pretty much a one shot kill for the opposing team.

At one damage per missile, the above example drops to 120 damage from the 3 missile boats. This is WAY more realistic as the poor hunchie would have about two salvos from those mechs before he goes down. This at least gives him a chance to do something before he does.

#115 Anti-Social

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Posted 07 November 2012 - 05:29 PM

the current Damage that LRM's are doing with the upgrade is very OP. It is now near impossible for a scout mech class to do there job and play there roll as a scout mech since this new patch. I have tested a commando and a Jenner and both die with in 20 to 30 seconds even with AMS. I have also tested a brawler class atlas and found that most of the time you never make it to 300 meter range with out either dieing from lrms' or loseing most if not all your weapons. So if this is going to be the new game play,, why not save some some server space and delete all the varients that are light class , and any varient that is setup for a more brawler type mech? I have been playing bata for about 6 months,,, and this is the first time in the games patch history that i am considering not playing this game till the long range weapons are ballanced.

#116 Karr285

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Posted 07 November 2012 - 05:31 PM

for all those who think the other weapons should double as well (what would the purpose of double armour be at that point? lawl?) the reason they doubled armour was because using TT damage values made every weapon OP because unlike TT you can actually aim instead of rolling and missing or hitting legs or arms instead of CT hits consistently like we can now.

why LBX isnt 2 per pellet, I am going to say they don't want to go their yet because again you can generally Aim the LBX 10 (yes I kind of wish they would make the LBX 2 damage/pellet to armour and 1 to internals but I cant do that)

Missiles at 2 damage is fine, however before this patch we all noticed LRM's were grouping up tighter than previously (Still no explanation why that happened either)
however I like to think they are testing Future "Upgrades" without Implementing them and finding out they are broken or OP. (they need help on this part)

Missiles have done this 90 degree turn before in CB, then they fixed it, now its back (coding issue??) what would alleviate a lot of problems is if they stopped Stealth patching and just disclose every change they make so we know what they are doing and where to look for problems so we know if the changes are planned or accidental.

#117 Tickdoff Tank

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Posted 07 November 2012 - 05:34 PM

Devs just posted that there are fixes coming tomorrow, including a change to missle flight paths and a decrease in damage.

#118 Draco Harkins

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Posted 07 November 2012 - 05:35 PM

View PostSybreed, on 07 November 2012 - 08:27 AM, said:

^^ Title.

In response to the many complains that LRMs are OP, what do you think would fix them?

Would a nerf of 25% of their damage fix LRMs in their current form?

Keep in mind that once ECM is in, we might stop thinking LRMs are OP.



Let me get this straight. You redo a "i hate LRM's thread" and spam this topic AGAIN, when the devs already said the trajectory will be redone and in your OWN assumption ECM will take care of all the whinning going around but you still beat a dead horse with a useless poll and thread. Uau. Get a life.

#119 Vastrix

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Posted 07 November 2012 - 05:47 PM

View PostGarth Erlam, on 07 November 2012 - 05:09 PM, said:

November 8th at 10AM PDT, we're releasing a hotfix that will do the following:
  • Reduce LRM damage
  • Fix LRM 'arc'
  • Increase Artemis missile spread
  • Fix 3rd person cockpits showing incorrect
Cheers,
The MechWarrior Online Team


There we go.

#120 EtherDragon

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Posted 07 November 2012 - 05:50 PM

If they are going to be reduced, it should be to 1.6 - that way all LRMs do a whole number worth of damage. I could go with 1.8, too if the spread increases - which according to patch notes, they are!

LRM5 = 8
LRM10 = 16
LRM15 = 24
LRM20 = 32





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