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Lrms Will Be Nerfed Or The Game Will Die....


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#21 Joseph Mallan

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Posted 07 November 2012 - 09:20 AM

View PostGioAvanti, on 07 November 2012 - 08:57 AM, said:

The risk reward for LRMs with artemis IV has virtually no risk.... and no other weapon in the game can match the reward.


LRMs were never meant to do 2 dmg per missile... "Oh but this isn't table top" well then why does a gauss do 15 dmg? why does a med laser do 5? ... you can't keep some values and throw others out the window.

Also the spread has now tightened.... and more missiles hit with artemis....

Really?

This isn't a L2P issue this is a bad game issue. I love this game.... but wow the fact that *anyone* thinks this is okay makes me question their basic intelligence.


Mark my words: If this isn't nerfed quickly this game will be played by about 100 people (which if that's what PGI wants then cool).

LRMWarrior Online.

Two LRM15s and a Gauss is a good counter to another LRM boat. Doesn't work to well v 2-3 boats but that is to be expected. We do need to get the flight path adjusted and shake put back in to unnerve pilots gain. This is the first implemetation of Artemis so lets have faith that the issue is not knowing how well it would be received and abused. I love missiles, I found my nitch in fire support, I want my nitch paired back to something like just before teh latest patch. I was deadly, not invincible.

and this:

Quote

Pro Tip, just turn off auto re-arm, they give you 75% of your ammo for free.. I haven't paid for any of my artemis ammo yet except what i paid to put it in my robot lol
is an exploit that must be fixed. I rain death without mercy and I pay to do so which is fair. An exploit is an exploit. And that is just cheating in my book.

Edited by Joseph Mallan, 07 November 2012 - 09:23 AM.


#22 Jaded Jasper

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Posted 07 November 2012 - 09:22 AM

View PostTickdoff Tank, on 07 November 2012 - 09:19 AM, said:

SRMs have a tighter grouping as well, so they are still doing more concentrated damage.

No, they don't. Stack Artemis and Tag and the LRMs group tighter at anyting beyond 60m range.

#23 Mu

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Posted 07 November 2012 - 09:23 AM

When they put in repair costs people were saying the game would die if they didn't change XL engine repair costs and the fact that you could make 20 million cbills in 3 hours of pubstomps. Not saying you shouldn't complain and give feedback (I don't like it either, I thought LRMs were almost perfect last patch), but the 'sky is falling' approach when so much is still in flux isn't a good way to get your point across.

#24 Vincent DIFrancesco

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Posted 07 November 2012 - 09:24 AM

View PostNoth, on 07 November 2012 - 09:20 AM, said:


If all the pellets from the LBX hit the same spot, you are very very lucky with your shot. Also as a ballistic, it has to dela heavily with fire delay, lag and lead times. further it is the most expensive weapon in the game and has rediculously expensive ammo. About the only way they are really effective is if you stack two of them.


I didn't say they hit the same spot. I said they all hit. Not all missiles in a volley hit.

And I'm sorry, but the ballistic delay doesn't even come close to being able to be warned that a volley is inbound and be able to take steps to avoid the damage. Not. Even. Close.

#25 Grraarrgghh

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Posted 07 November 2012 - 09:24 AM

Posted Image

#26 Noth

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Posted 07 November 2012 - 09:25 AM

View PostMu, on 07 November 2012 - 09:23 AM, said:

When they put in repair costs people were saying the game would die if they didn't change XL engine repair costs and the fact that you could make 20 million cbills in 3 hours of pubstomps. Not saying you shouldn't complain and give feedback (I don't like it either, I thought LRMs were almost perfect last patch), but the 'sky is falling' approach when so much is still in flux isn't a good way to get your point across.


XL engine repair costs were reduced drastically in ration with winnings. Repair costs were also dropped quite a bit and will continue to be adjusted. So PGI actually stepped up and changed things before they got to the point that it would kill the game.

#27 Vermaxx

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Posted 07 November 2012 - 09:25 AM

Turning down LRM damage is probably one of the easiest things they could do. It's probably just a setting they modifiy in the code, or a box if the game is being built with some graphic interface design system.

Why didn't they do it immediately? Why were they paying us 5 million a mission three months ago? Because they want these numbers. They want to see if the spread is too tight, or the missiles too smart, or AMS is too weak, or ECM in their build (you know, the one ahead of us) is actually too good, or just right.

Go out and use LRM with Artemis. Everyone use it, it will flood the system with LRM info and make their decision faster. Quit posting about how the game is dead because of this or that. I learned my lesson with DHS.

The only thing threatening this game is the fact that the actual game is nowhere near done, and people will start getting bored with a demo real fast.

#28 Kaijin

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Posted 07 November 2012 - 09:27 AM

View PostBackstabbing ****, on 07 November 2012 - 09:14 AM, said:


Pro Tip, just turn off auto re-arm, they give you 75% of your ammo for free.. I haven't paid for any of my artemis ammo yet except what i paid to put it in my robot lol


It's not a robot lol, or even a robot for that matter.

#29 Jaded Jasper

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Posted 07 November 2012 - 09:29 AM

View PostVincent DIFrancesco, on 07 November 2012 - 09:24 AM, said:


I didn't say they hit the same spot. I said they all hit. Not all missiles in a volley hit.

I routinely hit with all the LRMs in a volley.

Quote

And I'm sorry, but the ballistic delay doesn't even come close to being able to be warned that a volley is inbound and be able to take steps to avoid the damage. Not. Even. Close.

Short of a roof there is nothing you can do to avoid being pummeled once you're targetted. Previously you could hide behind cover while you dealt with spotters, but now you can't.

The only effective defense is to have sufficient LRMs on your team so enemy spotters get nuked first.

#30 GioAvanti

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Posted 07 November 2012 - 09:29 AM

View PostMu, on 07 November 2012 - 09:23 AM, said:

When they put in repair costs people were saying the game would die if they didn't change XL engine repair costs and the fact that you could make 20 million cbills in 3 hours of pubstomps. Not saying you shouldn't complain and give feedback (I don't like it either, I thought LRMs were almost perfect last patch), but the 'sky is falling' approach when so much is still in flux isn't a good way to get your point across.



If you make 1 weapon far superior than others you have broken the game....

And considering what you run into in the game (ie everyone who can afford it is loading LRMs or being a spotter for LRMs) its a bit obvious.

This isn't "oh DHS do 1.4" this is "We've made a weapon an IWIN button... " OBJECTIVELY an IWIN button... that's the issue. Its not oh I died to LRMs... this is hey why even bother using other weapons?

#31 Jason1138

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Posted 07 November 2012 - 09:32 AM

lol @ whining about LRMs doing double damage compared to TT but not mentioning all mechs have double armor compared to TT

ECM will fix a ton of this LRM madness, hopefully

#32 Wispsy

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Posted 07 November 2012 - 09:33 AM

View PostSquid von Torgar, on 07 November 2012 - 09:12 AM, said:


No, that is not the answer. ECM should be a specialist piece of kit designed to allow scouts survive a bit longer in order to scout.

It shouldn't be a requirement for all mechs.

Also at this point it could do anything...blind faith is not a good thing people come on :/

#33 Vincent DIFrancesco

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Posted 07 November 2012 - 09:33 AM

View PostJaded Jasper, on 07 November 2012 - 09:29 AM, said:

I routinely hit with all the LRMs in a volley.


Short of a roof there is nothing you can do to avoid being pummeled once you're targetted. Previously you could hide behind cover while you dealt with spotters, but now you can't.

The only effective defense is to have sufficient LRMs on your team so enemy spotters get nuked first.


Only time I ever seem to hit with all LRMs in a volley is when the target is out in the open and either stopped or moving really slow.

And I've found cover to still be effective. So *shrug*. Maybe the devs like my account. :)

EDIT: Didn't expect my prior term for a "not smart" pilot would be censored.

Edited by Vincent DIFrancesco, 07 November 2012 - 09:34 AM.


#34 Noth

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Posted 07 November 2012 - 09:35 AM

View PostJason1138, on 07 November 2012 - 09:32 AM, said:

lol @ whining about LRMs doing double damage compared to TT but not mentioning all mechs have double armor compared to TT

ECM will fix a ton of this LRM madness, hopefully


LoL at not realizing that no other weapon has double damage despite the double armor. Or how the other weapons that hit random locations (LBX, SRM, and not SSRMs) don't have their damage doubled. Think before you actually speak.

#35 Jaded Jasper

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Posted 07 November 2012 - 09:35 AM

Grrr. Fricking forum code ate both my posts.

Edited by Jaded Jasper, 07 November 2012 - 09:36 AM.


#36 hessian

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Posted 07 November 2012 - 09:35 AM

Lock-on weapons tend to be pretty toxic to entertaining game play, especially when they are as simple to use as the current implementation.

Edited by hessian, 07 November 2012 - 09:35 AM.


#37 Psykosis

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Posted 07 November 2012 - 09:36 AM

All the alarmists, extremists, self-entitled chicken littles need to realize that this is <ahem> testing....yup. In case you're curious (I am), they seem to start at one extreme, gather data, move to the other extreme, gather data, and start balancing. Everything goes under this type of testing balance.

If it *really* bugs you, then take a break for a patch or two. Realize though, for everyone that DOESN'T suffer through B-S patches like this are actually HURTING the balance by not participating in producing telemetry. Wanna make sure LRM's get nerfed? Then boat the crap out of them and produce rediculously unbalanced dmg numbers using them exclusively... The telemetry from game sessions speak WAY louder than the ocean of tears currently in the forums.

#38 Jaded Jasper

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Posted 07 November 2012 - 09:40 AM

View PostVincent DIFrancesco, on 07 November 2012 - 09:33 AM, said:


Only time I ever seem to hit with all LRMs in a volley is when the target is out in the open and either stopped or moving really slow.

And I've found cover to still be effective. So *shrug*. Maybe the devs like my account. :)

Cover is not effective -- you are simply wrong. Likely you were being hit with normal LRMs where tall buildings are still effective cover, not Artemis LRMs where you need a roof.

See the picture upthread illustrating the vertical descent of Artemis missiles.

View PostNoth, on 07 November 2012 - 09:35 AM, said:


LoL at not realizing that no other weapon has double damage despite the double armor. Or how the other weapons that hit random locations (LBX, SRM, and not SSRMs) don't have their damage doubled. Think before you actually speak.

Not to mention that the LRM damage is closer to 4x than 2x compared to tabletop, considering that you can readily get all the missiles to hit, and the damage is concentrated.

Edited by Jaded Jasper, 07 November 2012 - 09:38 AM.


#39 Joseph Mallan

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Posted 07 November 2012 - 09:42 AM

View PostGrraarrgghh, on 07 November 2012 - 09:24 AM, said:

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The New LRM arc should be the Artemis arc at best. That artemis arc reminds me of the joke we used to have about Gauss range on TT.

Edited by Joseph Mallan, 07 November 2012 - 09:43 AM.


#40 Vincent DIFrancesco

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Posted 07 November 2012 - 09:43 AM

View PostJaded Jasper, on 07 November 2012 - 09:38 AM, said:

Cover is not effective -- you are simply wrong. Likely you were being hit with normal LRMs where tall buildings are still effective cover, not Artemis LRMs where you need a roof.

See the picture upthread illustrating the vertical descent of Artemis missiles.


What? Now you're just insulting me.

I get shot at. I see the BIG WARNING sign. Having a good idea where the missiles are coming from I move behind cover. I hear the missles hit the cover and my armor doesn't flash or show signs of new damage. This happened consistently throughout the games I played last night. So, there are some possibilities:

a) The cover is working.
:) Somehow I managed to play 20+ games in a row with no opponent LRM shooter using Artemis.
c) I'm insane. [And I'm not discounting this. I've been called insane before. :) ]

So, barring insanity, I'm not wrong. I don't care what the graphic looks like. I care about the result. And the result has been, time and time again, that cover has worked to keep my butt alive.

Edited by Vincent DIFrancesco, 07 November 2012 - 09:44 AM.






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