

When Will Lrms Get The Buff They Desperately Need?
#1
Posted 07 November 2012 - 11:32 AM
All the players who argued that LRMs needed the double damage buff were totally right and the current state of gameplay just proves it. Look at how much better the game is with all these pretty lights and explosions, and the best thing is that anybody can make them just by holding down a button.
It's not like the overpowered AC20 (thankfully nerfed in the last patch) that has to be aimed and led and heat-managed in order to do anything interesting; with LRMs and Artemis, literally any player is good enough to see all the cool 3D effects that have always made Mechwarrior games what they are. With free-to-play, that kind of thing is important.
But it still happens all too often that sometimes enemy mechs will survive my team's 8-or-so LRM20 barrages, close range, and do damage do my mech with one or two of their weapons that haven't been disabled. This adds to my repair bill, which, when coupled with my LRM+Artemis ammo costs, is just unacceptable. How can I be expected to have any fun with this game when put in such a frustrating position?
Realistically, by the year 3000 or whutevuh, LRMs could contain small nuclear warheads instead of typical incendiary payloads, so let's just GET REAL and make LRMs what they should be: increase the damage tenfold and give them area-of-effect splash damage.
Also I can only fit about 1000 LRMs in my ammo slots and still have enough heatsinks to never go above 20 percent heat. This is just completely unbalanced. Either increase the ammo per ton of LRMs or lower their heat, or better still do both.
#2
Posted 07 November 2012 - 11:53 AM
#3
Posted 07 November 2012 - 11:53 AM
#4
Posted 07 November 2012 - 11:57 AM
Daniel Travieso, on 07 November 2012 - 11:53 AM, said:
Dan...he was being sarcastic. But you are absolutely right.
#5
Posted 07 November 2012 - 12:02 PM
#6
Posted 07 November 2012 - 12:03 PM
#7
Posted 07 November 2012 - 12:04 PM
ARTIEthestrongestmanINTHEWORLD, on 07 November 2012 - 11:32 AM, said:
Only one final thing is needed for them, and you missed it entirely: This "swarming" flight path is rubbish. Each missile should be capable of one-shot killing anything it hits, and they should coordinate and seek their own targets while avoiding duplication. As in, firing one LRM 20 should kill the nearest 20 enemy Mechs. Or at least 18, we don't want want them to be overpowered.
Daniel Travieso, on 07 November 2012 - 11:53 AM, said:
Pssst- that was sarcasm, Sheldon.

#8
Posted 07 November 2012 - 12:12 PM

Here is another one - http://mwomercs.com/...40#entry1374040
#9
Posted 07 November 2012 - 01:09 PM
#10
Posted 07 November 2012 - 01:14 PM
#11
Posted 07 November 2012 - 01:15 PM
#12
Posted 07 November 2012 - 01:17 PM

#13
Posted 07 November 2012 - 01:21 PM
A logical upgrade would be mech-eating nanites.
The clans could have hijacking LRMs (hLRM) that intercept and reprogram enemy missles.
The upgrade hLRMs could attach to an enemy light mech, lift it off the ground and use it as a warhead.
#14
Posted 07 November 2012 - 01:32 PM
#15
Posted 07 November 2012 - 01:48 PM
Piipu, on 07 November 2012 - 01:32 PM, said:
Hm... they could indeed be a little too strong.
Let's intruduce another upgrade for them, that sure will help.
What about stealth missles?
Or emp-warheads that destabilize fusion-reactors?
#16
Posted 07 November 2012 - 02:34 PM
#17
Posted 07 November 2012 - 02:44 PM
#18
Posted 07 November 2012 - 02:54 PM
Edited by Prohet of Entropy, 07 November 2012 - 02:55 PM.
#19
Posted 07 November 2012 - 02:56 PM
#20
Posted 07 November 2012 - 04:34 PM
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