

#181
Posted 08 November 2012 - 10:31 PM
#182
Posted 08 November 2012 - 10:32 PM
Stormgut, on 08 November 2012 - 07:45 PM, said:
The LRMs are a support weapon, not a primary weapon.
They weigh as much, generate heat, require ammo and take up many slots.
just because they are a long range indirect fire weapon does not make them support or any less primary than an AC/20.
what you have is YOUR OPINION on the role you think LRM's should play. it is NOT in accordance with the way LRMS were balanced in TT.
#183
Posted 08 November 2012 - 10:36 PM
Merrik Starchaser, on 08 November 2012 - 10:32 PM, said:
They weigh as much, generate heat, require ammo and take up many slots.
just because they are a long range indirect fire weapon does not make them support or any less primary than an AC/20.
what you have is YOUR OPINION on the role you think LRM's should play. it is NOT in accordance with the way LRMS were balanced in TT.
Thank you Merrik! I couldn't have put it any better!
#184
Posted 08 November 2012 - 10:46 PM
And yes, i noticed as well at least one gausspult in each match. Thx god. They are so damm easy to kill (and this is not sarcasm).
#185
Posted 08 November 2012 - 10:47 PM
Merrik Starchaser, on 08 November 2012 - 10:32 PM, said:
They weigh as much, generate heat, require ammo and take up many slots.
just because they are a long range indirect fire weapon does not make them support or any less primary than an AC/20.
what you have is YOUR OPINION on the role you think LRM's should play. it is NOT in accordance with the way LRMS were balanced in TT.
well then why the **** should a weapon that does not require careful aim or line of sight be allowed to do the same damage as an ac20, which does require both as well as gets less ammo per ton and weighs way more in tonnage.
so yes it is our opinion, but seriously our opinion makes sense in terms of balance. LRMs not being a support weapon and comparing them in the same category as an AC-20 is ridiculous. if you played battletech, you should feel ashamed of such a statement. I'm ashamed i found it on this forum. Just my opinion
#186
Posted 08 November 2012 - 10:47 PM
You guessing from what you see ? There is no number indicator that tells you the amount of missiles that hit, and lag etc can play a role here......even on a stationary target, maybe on your screen you are seeing all hits, but really some missed etc.......unless of course your using 1 LRM5........then its probably doable if you repeated it many many times

Also the streams and the way the missiles move is probably not identical per client.
They have the same settings on all clients but they wont all be mirror copies once fired because of the random movement etc......and that getting the server to do all that so everyone DID see the same thing happen would most likely cause lag.......I could be wrong on this last bit tho......so take that with a grain of salt.
Edited by Fooooo, 08 November 2012 - 10:52 PM.
#187
Posted 08 November 2012 - 10:49 PM
#188
Posted 08 November 2012 - 10:51 PM
Forrest. Teams were balanced. Some LRM boats in each team, some scouts etc. A huge brawl started at the usual place, somewhere around the canyon. What tipped the scales in our favor were our LRM boats roughing up the opponents heavies/assaults or harassing strays so they would turn away. This brawl took quite a time nevertheless and was challenging aka "fun".
After that our 2 remaining offense mechs (dripping blood and spittle from their jaws) went to work on the opposing LRM boats, who literally stood with their d**** in hand in the river, trying to hide behind the rocks. What THEY did all the time was laying down artillery on our LRM boats when they should have supported their team in the brawl. When they saw us coming towards them, they were under LRM range.
Granted, it took some time to convince our LRMs to support us instead of playing tennis with the other LRMs, but the cries of "betrayal!" from the other team were totally worth it.
Edited by t 6, 08 November 2012 - 10:53 PM.
#189
Posted 08 November 2012 - 10:52 PM
Lord de Seis, on 08 November 2012 - 10:16 PM, said:
YOU SHOULDN'T BE ABLE TOO! You would get slaughtered on the tabletop. LRM's should not be able to kill a mech like your saying.
Umm.. if you take over 20 points damage (and every 20 points after that) in TT you do a piloting check or fall down. You might want to rethink your drink there about TT. Because 3 salvos of 2x LRM20 is guranteed to knock you down in TT.
#190
Posted 08 November 2012 - 10:52 PM
Long Draw, on 08 November 2012 - 10:21 PM, said:
Noted, for sake of amicable comms yes Streaks are a whole other beast. If you go streakboat then you really only viable as a light/medium killer and then after that an harrasser that in a one on one engagement would need to be quite a skillful pilot to drop a heavier mech. the ability to lock-on and fire n' forget is a + to the fact that the bigger SSRM's are'nt in the current meta. It would be become a debate later on if bigger SSRM's were implemented. However, ECM developments would need to keep pace in order to counter this
Gauss Rifle - The science of this weapon befuddles me. Does gravity have a factor on a weapon accelerated to such incredible speeds. If the weapon is within its range, then no as the range would indicate that it's trajectory would be true. Over its range limit, variables such as certain planetary types and gravities could be included in the variable. We are considering that gravity would be interpreted from an earth perspective. The gravity of the planets we are dropping on, might be different. Quite frankly its an even bigger beast if you think that PGI would need to have formulas for "drop off" for each planet/planetary type.
LRM's would be under their own propulsion and thus gravity would have a limiting factor, maybe on reducing range if a gravity was heavier. LRM's still remain a support weapon where SSRM's to me fall as a viable attack strategy based upon what mech type you wishing to eliminate. Guass rifle, dangerous at long or short range, I'm a bit undecided about it to be honest.
Cheers
#191
Posted 08 November 2012 - 10:54 PM
Seriously?
No, the LRM was just as viable a "kill" weapon in TT, and in various BattleTech sim's, they were viable kill weapons.
Their built in default draw backs:
- Ammo limitations
- Mininum range limitations
- Damage Spread
- Potential Ammo explosions
- Heat Generation
- AMS
- ECM
- etc
The point is to not be overly reactionary, and knee jerk a solution to fit the loudest minority of idiots who think that firing a gaus getting head shots from 1500 meters away is the ONLY right way to get a kill, or that stacking 7 small lasers and death spiraling a slower 'mech is the ONLY right way to get a kill, or that stacking 6 SSRMs with self tracking is the ONLY right way to get a kill, to force a poorly thoughtout, poorly tested, and very incomplete solution to something that isn't broken, just wasn't implemented with the appropriate counter balance (ECM) as planned.
The LRM functionality was supposedly tested for quite some time before being implemented in the 'open' beta environment, so I find it hard to believe that NO ONE noticed that this was 'broken'. Missle paths are EXTREMELY obvious in this game, so obviously BEFORE that was released to the 'open' beta environment a management decision was made that it was "working as intended." Likewise, missle damage, it's VERY obvious to anyone testing this in any missle bearing itteration of a catapault, how much damage was being done, and only AFTER the loud mouths spammed the boards was it decided that it was a mistake and missle damage wasn't actually "working as intended"...
It's rediculous.
As a matter of fact the cheapest and most preferred method of military assault is to use long range weapons to destroy your enemy. Close in weapons are intended for mop up and crowd control after the enemy is defeated. Hence the investment in weaponized UAV's, and exoset's and all the other various missle, artilery, and bombers employed by RL armies.
A "sane" general would rather spend 1,000,000 dollars in missles than lose ONE soldier in destroying a military target.
Let's NOT get pants on head ******** about this and try and turn MWO in to COD or TF2 or any other of that ilk...
#192
Posted 08 November 2012 - 10:55 PM
#193
Posted 08 November 2012 - 11:02 PM
Dimento Graven, on 08 November 2012 - 10:54 PM, said:
Seriously?
No, the LRM was just as viable a "kill" weapon in TT, and in various BattleTech sim's, they were viable kill weapons.
Their built in default draw backs:
- Ammo limitations
- Mininum range limitations
- Damage Spread
- Potential Ammo explosions
- Heat Generation
- AMS
- ECM
- etc
The point is to not be overly reactionary, and knee jerk a solution to fit the loudest minority of idiots who think that firing a gaus getting head shots from 1500 meters away is the ONLY right way to get a kill, or that stacking 7 small lasers and death spiraling a slower 'mech is the ONLY right way to get a kill, or that stacking 6 SSRMs with self tracking is the ONLY right way to get a kill, to force a poorly thoughtout, poorly tested, and very incomplete solution to something that isn't broken, just wasn't implemented with the appropriate counter balance (ECM) as planned.
The LRM functionality was supposedly tested for quite some time before being implemented in the 'open' beta environment, so I find it hard to believe that NO ONE noticed that this was 'broken'. Missle paths are EXTREMELY obvious in this game, so obviously BEFORE that was released to the 'open' beta environment a management decision was made that it was "working as intended." Likewise, missle damage, it's VERY obvious to anyone testing this in any missle bearing itteration of a catapault, how much damage was being done, and only AFTER the loud mouths spammed the boards was it decided that it was a mistake and missle damage wasn't actually "working as intended"...
It's rediculous.
As a matter of fact the cheapest and most preferred method of military assault is to use long range weapons to destroy your enemy. Close in weapons are intended for mop up and crowd control after the enemy is defeated. Hence the investment in weaponized UAV's, and exoset's and all the other various missle, artilery, and bombers employed by RL armies.
A "sane" general would rather spend 1,000,000 dollars in missles than lose ONE soldier in destroying a military target.
Let's NOT get pants on head ******** about this and try and turn MWO in to COD or TF2 or any other of that ilk...
Of course you can kill a target with LRM's. I just feel strongly that it should be a support weapon, but never contrasted support being a non-killer, no no no quite the contrary. It was just over-powered. Plain and simple.
#194
Posted 08 November 2012 - 11:03 PM
#195
Posted 08 November 2012 - 11:05 PM
#196
Posted 08 November 2012 - 11:09 PM
#197
Posted 08 November 2012 - 11:09 PM
#198
Posted 08 November 2012 - 11:09 PM
And this is me playing a Jenner and scouting for my team. Pre hotfix one salvo killed me. Now the first one will rip my mech all over off armor - and the second will kill me. However, now i can "draw" the missiles into rocks or whatnot instead of getting nuked instantly. Receiving one salvo and heading into gunfight after is a bad idea.
And most of all - I have a meaning in my team again - witch is to scout. IMO scouting includes more than just going in and targeting someone. Now im actually doing actively something without just running in the enemy team guns blazing.
Varil: "target Delta - hostile LRM cat in front of a hill - requesting fire support"
Our support: "Target Delta - firing for effect"
*after the first volleys hit*
Varil: "Good effect on target - keep raining 'em"
*target starts moving behind cover*
Varil: Target Delta buggin out - new primary gamma - engaged Atlas on the open.
*and then i move in to finish the enemy support cat*
Varil: Engaging target Delta.
Scores after the match:
Varil - small damage done, lots of spotting points (you know you get the spot points when someone targets your target - concentrated fire for your scouts target is lovely!)
Support - huge damage done as support is able to move to next target after the primary takes cover
Brawlers - most kills done as for mopping up softened targets
And everyone is happy

Well - maybe not the opposing team.
#199
Posted 08 November 2012 - 11:10 PM
Killashnikov, on 08 November 2012 - 11:05 PM, said:
mmm... within reason that is why Lights can go fast, also bare in mind that tracking on the target should be lost if you lose LOS with the target, even for a second, once you pick-up the target, the missles are at an disadvatage. Combine the Mech's speed and that variable that could be what you talking about. Also think about trajectory, taking where the LRM's are coming from and where the target is moving towards. If moving towards the missles more likely to get hit in my opinion.
As to spread? No No, thats a step in the wrong direction. Artemis is mean't to be assist here. Missle speed will not increase because that will also give the missles a silly advantage. Get a lock... couple a seconds later boom. Missles speed is fine to me
#200
Posted 08 November 2012 - 11:14 PM
ZefNinja, on 08 November 2012 - 11:02 PM, said:
Of course you can kill a target with LRM's. I just feel strongly that it should be a support weapon, but never contrasted support being a non-killer, no no no quite the contrary. It was just over-powered. Plain and simple.
I respect your opinion on your 'feelings' of what an LRM "should be", but I 'strongly' disagree.
LRM's were only over powered because ECM failed to make it into the patch at the same time as the changes to LRM's and the addition of Artemis.
Had they BOTH made it in as intended, this conversation would be complaints on the expense of Artemis and ECM...
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