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Lrm Opinion Thread [Merged]

v1.0.142

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Poll: Missile Lock Issue (31 member(s) have cast votes)

Have you had this issue?

  1. Yes (19 votes [61.29%])

    Percentage of vote: 61.29%

  2. No (12 votes [38.71%])

    Percentage of vote: 38.71%

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#21 TheUnderking

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Posted 08 November 2012 - 04:59 AM

You are aware of the hotfix today changing the arc, damage and spread of lrms, right?

Edit: http://mwomercs.com/...hotfix-nov-8th/

Edited by TheUnderking, 08 November 2012 - 05:00 AM.


#22 Klaus

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Posted 08 November 2012 - 05:03 AM

View PostChaosKitten, on 08 November 2012 - 04:57 AM, said:

  • Make LRM ammo points smaller, so you get fewer missiles per ton


This is exactly what I've been thinking. I've been running a Awesome 8R since this patch packed with missiles... Doing 1,200+ damage is fun but there should be no possible way to carry 1,500~ish missiles, that's just insane. This makes even less since seeing as SRMs are only 100 to a ton.

#23 Elder Thorn

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Posted 08 November 2012 - 05:04 AM

i mostly agree.
But lowering ammo per ton punishes mechs, that are designed to be LRM Support Mechs more than necesarry, at least in my opinion.
I think you should have the effective damage of LRMs at a level, that it is a support weapon for a team, not it's primary weapon, so that a LRM depending Mech, for example the Catapult, can play it's own role, without killing everyone on it's own.

I am not decided about the heat generation.

for the rest of the post i agree.

It seems hard to find a well balanced way for LRMs, i remember in CB, when you really didn't care if they can see and hit you or not. If you act like that, they SHOULD hurt - HARD.
So far, my opinion on this

Glad to see a reasonable post here, that is free of QQ, anger and trolling.

#24 Xenroth

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Posted 08 November 2012 - 05:05 AM

Hi ChaosKitten,

i know, the forums are not that clear as they could be, so here and there you miss some really useful information!

In your case, its the hotfix which will come at 19.00 german time (should be the same timezone like netherlands)
This hotfix will adress the overpowered LRM dmg and artemis angle!

Here is the link: http://mwomercs.com/...hotfix-nov-8th/

Best regards
Xenroth

#25 ChaosKitten

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Posted 08 November 2012 - 05:15 AM

Thanks for telling me about the hotfix. Yeah. I do miss these things. They should be announcements on the main site, not in the forums, really, but whatever... Thanks for letting me know, Underking and Xenroth.

#26 Pafetik Bazerka

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Posted 08 November 2012 - 05:26 AM

The new patch has has made vast improvements as far as LRMs are concerned, play it smart and theres a chance you will survive them and there is atleast a small amount of tactics now required to get the most out of a LRM boat and survive but I'd still like to see 0.1 damage shaved off them.

Compared to other weapon systems they're still amongst the most effective (esp' with Artemis) and require the least skill but damn close to where they should be.

Edited by Pafetik Bazerka, 08 November 2012 - 05:26 AM.


#27 ChaosKitten

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Posted 08 November 2012 - 05:37 AM

OK, read that other thread, and I'm not convinced the problem is going to be solved. They are just basically undoing a mistake a bit and making Artemis less godly... but there is still an LRM problem! LRMs are still too cheap and too powerful.

A couple more points:
  • Fast moving mechs need to be able to avoid more of the missiles... the spread needs to be wider, even for non-Artemis missiles.
  • LRMs should not curve in and get hits on the backs of fast-moving mechs, as they do now.
  • [idea!] Add a delay between lock location and mech location, based on the distance between the two, so the farther away the mech, the more off the hit will be, in the case of a moving mech. Those radar blips take time to travel, you know.
  • [idea] LRM missiles damage armor at 2/missile, but damage beyond that is reduce to 1
I dunno... just trying to fix something. If it's not fixed, at least fix groups so that we can be sure to have LRMs on our side too, and be able to communicate with them.


-- ChaosKitten

Edited by ChaosKitten, 08 November 2012 - 05:38 AM.


#28 Chaotic One

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Posted 08 November 2012 - 05:41 AM

View Postdevast8ndiscodave, on 08 November 2012 - 04:03 AM, said:

If you think this will fix the LRM issue then you are dead wrong. People will still LRM boat, FACT. Wait and see. I guarantee this will NOT change anything.

I agree this does not go far enough. Before some LRM lover starts complaining. I play LRM boats and brawlers, LRM's are way over the top!

#29 Watchit

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Posted 08 November 2012 - 05:48 AM

I've seen this phenomenon as well. A Catapult was firing LRMs at me from inside the cave, which then went through the ceiling and hit me as I was running right outside it's entrance.

#30 P4sta

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Posted 08 November 2012 - 06:11 AM

I've also seen LRMs fly up through the sea wall and building to hit me as I stood on the "citidel" area on River City

#31 Daehoth

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Posted 08 November 2012 - 06:19 AM

Honestly, it was bad with the LRMs before. Now, with the Artemis system all players do is stand way back, press R, press Fire, kill within 1-2 salvos. press R, press fire, kill another mech within 1-2 salvos (seriously missile guidance is ridiculous now, tracking dogs could learn a thing or two from LRMs) and they repeat this over and over.... Where....is ...the ....fun in that? Where's the tactics? The manouevring? Terrain becomes effectively useless.

Devs, you gotta relook at LRMs. Long Range arms traditionally are supposed to act like artillery fire with reduced accuracy. But with this recent patch, it's more like 40 sniping rifles from 1 catapult trained at your cockpit. And they ALL hit.


I love this game, but LRMs are ruining it for me at the moment and i'm sure for a lot of others as well.

Please fix this.

#32 Gabz

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Posted 08 November 2012 - 06:32 AM

It's a bug getting fixed today... Get informed.

#33 Kittamaru

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Posted 08 November 2012 - 06:33 AM

*nods* LRM missiles need to have hit detection looked at...

Actually, what would be absolutely PHENOMENAL would be to give LRM's a standard hit-box, maybe 1hp per missile, and allow weapons to actually shoot them down. This would give machine guns a real good purpose (imagine a Cicada with 4x MG working as a mobile AMS platform! TEAMWORK!)

#34 Xaira

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Posted 08 November 2012 - 06:34 AM

Cant say that they ruin the game, but Piranha must do something with this LRM show in the sky.

Maybe if they up LRM ammo weight (like 80 for 1t). So LRMs will be so dangerous and usefull, but players will stop spamming them so hard.

#35 Al Bert

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Posted 08 November 2012 - 06:37 AM

*sigh*

before releasing more hot air, go read the announcements. Others noted before that LRM is not optimal right now.

http://mwomercs.com/...hotfix-nov-8th/

#36 Gabz

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Posted 08 November 2012 - 06:40 AM

View Postdevast8ndiscodave, on 08 November 2012 - 04:03 AM, said:

If you think this will fix the LRM issue then you are dead wrong. People will still LRM boat, FACT. Wait and see. I guarantee this will NOT change anything.


How can you tell a FACT. Before it happens ?Plus the game NEEDS LRM boats. It's part of it.The problem was they were OP now with damage reduction back to correct arc and the artemis system with more spread.What else can you change ?

Edited by Gabz, 08 November 2012 - 06:42 AM.


#37 Flapdrol

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Posted 08 November 2012 - 06:43 AM

Sure, people will still LRM boat, it'll just be ineffective agianst players in cover.

I suggest another nerf, make it so you cant re-lock a target for lrm's that are already in the air. That'll make lrm boats less effective at extreme ranges.

#38 Xaira

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Posted 08 November 2012 - 06:43 AM

View PostAl Bert, on 08 November 2012 - 06:37 AM, said:

*sigh*

before releasing more hot air, go read the announcements. Others noted before that LRM is not optimal right now.

http://mwomercs.com/...hotfix-nov-8th/

Ah thanks. But this is not so good. LRMs now not so useful like in past MWs. Players almost always cant use them in battle, they useful only for standing LRM boats.

#39 Flapdrol

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Posted 08 November 2012 - 06:45 AM

This'll just bring lrm back to where it was pre patch, still very powerfull.

#40 Xaira

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Posted 08 November 2012 - 06:49 AM

View PostFlapdrol, on 08 November 2012 - 06:45 AM, said:

This'll just bring lrm back to where it was pre patch, still very powerfull.

Powerful but not so fun and useful like in MW4 for example.





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