Hotfix Nov. 8Th - COMPLETE
#321
Posted 08 November 2012 - 01:27 PM
Does anyone have any perspective or feedback on whether it's worth it to use Artemis over regular LRMs now?
#322
Posted 08 November 2012 - 01:34 PM
Kilgore, on 08 November 2012 - 01:27 PM, said:
Does anyone have any perspective or feedback on whether it's worth it to use Artemis over regular LRMs now?
The missile cluster is tighterm the arcf is slightly better.
They need to change the cost though, the Artemis ammo costs is a real negative IMO.
#323
Posted 08 November 2012 - 01:42 PM
Paul Inouye, on 07 November 2012 - 06:05 PM, said:
1) LRM damage is being decreased *slightly*
2) The LRM trajectory has been fixed. It was a bug that cause the 90-degree drops on the top of your Mech.
3) The Artemis isn't LOSING the group tightening, it's just not going to be as tight. How much is it being reduced by? 5%.
4) It's not a 3rd person cockpit. It's the 1st person cockpit that gets drawn around your pilot. It would shift out of destroyed Mech when you spectate them in 3rd person.
Thanks for explaining this in detail. LRMs needed this bit of balancing badly.
Grateful though I am for the patch however, there is one thing I need to nitpick about: there is no mention of Artemis missiles getting reduced homing when the target is not in line of sight/not NARC'd or TAG'd. I just remember several people clamouring about this since it was a canon aspect of the Artemis system, so I'm a bit surprised the devs didn't address it. Does the game's code simply not allow for this or something?
Edited by SL the Pyro, 08 November 2012 - 02:14 PM.
#324
Posted 08 November 2012 - 01:44 PM
Before this patch it was a damage dealer:
High damage output / no defense ability <-- this means balancing
Since this patch it just removes a player slot:
Useless damage output / no defense ability <-- ...the whole purpose?...
Now more than 400 missiles are required to take out a single scout ...
A little bit hard disproportional now. :/
Edited by DE pSychOs, 08 November 2012 - 01:47 PM.
#325
Posted 08 November 2012 - 01:45 PM
Thontor, on 08 November 2012 - 01:24 PM, said:
Artemis weights 1 ton per missile launcher and costs ~1.5m on CPLT-C4(+increased ammo cost). Its range 650 and it requires LOS, same as tag.
TAG weights 1 ton, costs 100.000 and it's range is 450.
So, in case of lrm boats, they are better off with TAG.
Edited by Tragaperras, 08 November 2012 - 01:50 PM.
#326
Posted 08 November 2012 - 01:50 PM
Next patch they should remove..... LRm.. SSrm, and smlaz. and gauss..
THen,,, they could actually start to see how to make the game work.
Oh , and all lag shield type mechs aka anything over 90kph
THAT MWO , would be one I could play forever.
#327
Posted 08 November 2012 - 01:53 PM
#328
Posted 08 November 2012 - 01:53 PM
DE pSychOs, on 08 November 2012 - 01:44 PM, said:
Before this patch it was a damage dealer:
High damage output / no defense ability <-- this means balancing
Since this patch it just removes a player slot:
Useless damage output / no defense ability <-- ...the whole purpose?...
Now more than 400 missiles are required to take out a single scout ...
A little bit hard disproportional now. :/
YOu are NOT supposed to be able to take out a scout on the move with LRM S Einstein.
You are supposed to target the big fat slow mechs....
The lrm mechanic in this game is idiotic in its simplicity.. Thus the o verwhelming spam... NO matter how much they would nerf it.
#329
Posted 08 November 2012 - 01:55 PM
I'm glad for the opportunity to try out different efforts to balance the weapons of the game. That's why this is a beta, and I'm having a blast with it!
#330
Posted 08 November 2012 - 02:06 PM
#331
Posted 08 November 2012 - 02:10 PM
Finally I can buy my brawler Dragon without fear of instant obliteration.
Edited by Zeranov, 08 November 2012 - 02:10 PM.
#332
Posted 08 November 2012 - 02:15 PM
Nintyuk, on 08 November 2012 - 01:53 PM, said:
This!
And I've tried out my LRM Fatlas for some 10 games.
Still dealing good amounts of damage, not insane, but still good.
IMO right now LRMs are good, not too weak, not too strong.
I approve this patch.
LRM's should not be able to kill the enemies for no reason.
They are tactical weapon used when engaging a combat, helping out your brawlers or suppressing enemy support.
Edited by AC Rimak, 08 November 2012 - 02:17 PM.
#333
Posted 08 November 2012 - 02:22 PM
Single crit-hit insta-kill bug? (!)
Artemis LOS requirement?
Thanks
#334
Posted 08 November 2012 - 02:23 PM
#335
Posted 08 November 2012 - 02:27 PM
RogueGhost, on 08 November 2012 - 02:23 PM, said:
they lowered it from 2damage per missile to1,7 so only 15%
however they fixed the missile arc and the spread of the missiles with artemis was nerfed by 5% which does alot to stop the instakill headshots with those.
Edited by Gies, 08 November 2012 - 02:29 PM.
#336
Posted 08 November 2012 - 02:29 PM
DE pSychOs, on 08 November 2012 - 01:44 PM, said:
Before this patch it was a damage dealer:
High damage output / no defense ability <-- this means balancing
Since this patch it just removes a player slot:
Useless damage output / no defense ability <-- ...the whole purpose?...
Now more than 400 missiles are required to take out a single scout ...
A little bit hard disproportional now. :/
The Cats a Fire Support mech, not a brawler. If a raider gets through your lines, you're supposed to suffer for it.
#337
Posted 08 November 2012 - 02:33 PM
Personally, I'm just going to take the challenges as they come and look to make my lancemates and myself better pilots for the experience.
Kudos to the Devs for the quick response and hotfix to the bug, I salute you!
#338
Posted 08 November 2012 - 02:57 PM
Uriah Fable, on 08 November 2012 - 02:33 PM, said:
Personally, I'm just going to take the challenges as they come and look to make my lancemates and myself better pilots for the experience.
Kudos to the Devs for the quick response and hotfix to the bug, I salute you!
If 50% think they are underpowered and 50% think they are OP, they are perfect.
#339
Posted 08 November 2012 - 02:59 PM
If the intent was to lower damage by Artemis LRMs, the change should have been only to those. This change adversely affects regular LRM use to no point.
The change also makes the cost of switching to Artemis prohibitively expensive.
Will we see a change back from 1.6 to 2.0 damage/missile when EMS comes out?
#340
Posted 08 November 2012 - 03:01 PM
when was it upped to 2.0, and what was it before that?
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users