

#221
Posted 09 November 2012 - 12:03 AM
Seems about right for standing in the back and spamming missiles all match while letting the rest on your team do all the real work.
#222
Posted 09 November 2012 - 12:03 AM
Now their damage is too low and they don't kill anymore. Guess what? Not your job, that's what Brawlers are for.
With ECM, even less Mechs will be hit by LRMs, and I can't find any rule that states increased heat.
PGI needs to fix the base functions of the game, not the weapons. The net code is absolutely embarrassing for a 2012 game, the stability is not even acceptable. And people argue about weapon balance and more content when the new content is also bugged and just adds to the pile of stinking sh*t of bugs already in-game.
Edited by SurgeonPredator, 09 November 2012 - 12:04 AM.
#223
Posted 09 November 2012 - 12:04 AM
Suskis, on 08 November 2012 - 12:05 PM, said:
Try shooting something that's not evading them.
LRMs seem balanced now. Damage is still good, Artemis lowers the spread and Tag improves tracking.
And players can use cover again!
I rellay like this hotfix.
EDIT
Grugore, on 08 November 2012 - 09:35 PM, said:
OK that really would be fishy. Was the Commando behind some cover maybe? I didn't have issues dealing damage with LRMs against targets in open areas. I'm trying to use Tag as good as I can to increase efficiency.
Usually I end up with 1-2 kills and ~800dmg dealt on a Catapult-C1 with 2x LRM15 and 2x MPL, Tag and AMS.
Edited by Roadbuster, 09 November 2012 - 12:13 AM.
#224
Posted 09 November 2012 - 12:05 AM
Alopex, on 08 November 2012 - 11:55 PM, said:
Well just 4 man drops, not rolling in new content is a backward step. Artemis and all the new tech is part of the game and must be in, only way to do that is to keep testing
#225
Posted 09 November 2012 - 12:05 AM
Suskis, on 08 November 2012 - 12:05 PM, said:
BUT
now they are absolutely underpowered.
I have played Battletech for over 25 years and I KNOW what my weapons can do. 4LRM20 is 80 points of max damage and a low average 48 pts of damage. 2 hits it's almost the full armor of a commando. but even after 3 hits I still se nothing more than a yellow leg...
if this is what LRM20 do, what should I expect from a LRM5?
(on a side note, I saw machine gun deal no damage at all)
No they are not.
And yes, I pilot an LRMboat.
#226
Posted 09 November 2012 - 12:10 AM
Edited by HC Harlequin, 09 November 2012 - 12:10 AM.
#227
Posted 09 November 2012 - 12:12 AM

Now, the enemy team ironically was composed of a 4 man pre-made group of 2 awesomes with 2 SSRM and idk how many medium lasers and 2 hunchies with all medium lasers.
#228
Posted 09 November 2012 - 12:12 AM
Edited by planktum, 09 November 2012 - 12:13 AM.
#229
Posted 09 November 2012 - 12:13 AM
Melcyna, on 08 November 2012 - 11:40 PM, said:
mind you that your argument that it is doing less damage than X and what not using the overall health percentage is difficult to correlate unless we know exactly what exactly is the health percentage itself and how it's calculated.
not that it's not possible that the missile is doing less damage than it's stat indicates it should be doing but unless you know what exactly is the percentage breakdown, then u can't tell exactly how much damage ur doing either.
The problem is.. shoot an Atlas with 6 salvos of 45 missiles.. and see it not even hit below 85%.. when it's just walking towards you..
#231
Posted 09 November 2012 - 12:18 AM

When you have problems with killing anything that walks strait to you...consider that you have the wrong weapon
#233
Posted 09 November 2012 - 12:21 AM

#234
Posted 09 November 2012 - 12:29 AM
WarMonkey14, on 08 November 2012 - 09:24 PM, said:
ECM has a whole other balancing act. TT rules state that ECM generates extra heat while active, and ECM is still negated by tag and narc. aka ECM is negated by team play but helps keep LRM focused teams with no real balance of mechs from being very powerful. ECMs also weight 1.5 tons and take up 3 crits right now. tonnage may need to go up depending on it's usefulness, but that's still more than a DHS and takes up the space where a DHS could go and generates heat to boot (possibly).
ECM will be for players who need to scout or tag without taking loads of LRM fire. Those who need to flank. and those who need to snipe without fear of LRMs (guass can still hit someone without targeting folks). in return those mechs will have worse heat efficiency and have less weaponry/ammo/armor and so will be prime targets for mechs who are not running ECMs.
No, ECM did not generate heat while it was active. What did generate heat was Stealth Armor that required an ECM to function. LRMs are at a good place right now, but as I've said in a couple other threads maybe a slight bump back up in damage would be good. 1.8 per missile like a few other people have been saying. We also have to take a step back and remember that they are doing this crazy thing called "fine tuning" where they make adjustments every now and then.
Sorry but when I can roll in an Awesome with 4 LRM-10s with Artemis (and my own tag...not sure if they stack) and CENTER TORSO an Atlas in two/thee volleys, OR go toe to toe against a Gausscat and do the same thing when he only gets one shot off something is wrong.
Edited by Evinthal, 09 November 2012 - 12:33 AM.
#235
Posted 09 November 2012 - 12:30 AM
ZoomThruPoom, on 09 November 2012 - 12:03 AM, said:
Seems about right for standing in the back and spamming missiles all match while letting the rest on your team do all the real work.
Actually, I had to mix it up with 2 jenners and a centurion because the pugs on my team didn't do squat with the exception of one person really. Not that 2 medium lasers is going to stop them.
SurgeonPredator, on 09 November 2012 - 12:03 AM, said:
Now their damage is too low and they don't kill anymore. Guess what? Not your job, that's what Brawlers are for.
With ECM, even less Mechs will be hit by LRMs, and I can't find any rule that states increased heat.
PGI needs to fix the base functions of the game, not the weapons. The net code is absolutely embarrassing for a 2012 game, the stability is not even acceptable. And people argue about weapon balance and more content when the new content is also bugged and just adds to the pile of stinking sh*t of bugs already in-game.
Seriously, I really hope I get a chance to drop on your team soon so I can sit back and relax on our base so you can rack up money and experience for me since it's apparently not my job to kill any of the enemy now. Thanks for clarifying that.
#236
Posted 09 November 2012 - 12:30 AM
Long Draw, on 09 November 2012 - 12:21 AM, said:

Well no problem at this...there are still PPCs, SRM, Laser, ACs....and much more
A good warrior is never bound to a single weapon system on a mech
Edited by Karl Streiger, 09 November 2012 - 12:31 AM.
#237
Posted 09 November 2012 - 12:31 AM
I hope folks don't give up LRM-heavy builds just because the damage output was reduced. You guys still have a critical role in the field, especially with Artemis out and the steadily increasing use of TAG.
That said, this patch should please most Davion MechWarriors.
Less LRM battles, more dakka dakka.

#238
Posted 09 November 2012 - 12:34 AM
From OP to crap. Too bad...
#239
Posted 09 November 2012 - 12:35 AM
Varrin Coursca, on 09 November 2012 - 12:31 AM, said:
I hope folks don't give up LRM-heavy builds just because the damage output was reduced. You guys still have a critical role in the field, especially with Artemis out and the steadily increasing use of TAG.
That said, this patch should please most Davion MechWarriors.
Less LRM battles, more dakka dakka.

Give up LRM heavy builds. Shoot! I'm not going to even bother dropping in a single match until some of the damage from the patch AND hotfix is reversed. No point in wasting my time or any further money on this game in the meantime.
#240
Posted 09 November 2012 - 12:37 AM
Artemis is fine too, useless without direct line of sight, like intended, but with direct line of sight an advantage.
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