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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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#601 warp103

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Posted 12 November 2012 - 08:33 PM

View PostSicksGunz, on 12 November 2012 - 02:09 PM, said:

Last night I did a lot of missile boating and I would still often top the charts for both damage and kills. Granted, its 2 or 3 kills and 500 damage and not 4 and 1000 like when open beta first came out, but you also have to figure many more mechs have AMS now than during the first days of open beta.

Also, I LOLd at the video. Obviously the AMS is shooting down half your missiles.



I think they're fine. I wouldn't say no to 1.8 damage, and we'll have to see what effect ECM has. However most of the complaining seems to be from people who want to just stand in the back like a line of redcoats and blast all comers to smithereens. That was no fun, and not the way the game should work.

I said Ams was on for the guy that why the numbers was only .045. Meaning that if you have ams you can walk thru a missile boat with min damn and a free kill.
So if you had left it were it was ams in a must have.
With ams missiles do 1% damage for 80 shot compared to 3% without.
Either way it is still 0.7 without and .05 (yes that is point zero five}.
No military would ever buy a missile that a enemy would laugh at.

As to your 3 kills let me guess u use over 1K or close to 1440.in missiles.
And u shot at guys that were low on hp, because you can not kill a full heath mech with missiles only.
Look at the video again that 105 fired for 5% damage. 1050 would be 50%damage or 1440 for 64.8%
That 3 kills if the guys is hurt or down near 50% damage
Or you kills are coming from lasers

If you have video that it fine post it and put your mech on video

#602 Dimento Graven

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Posted 12 November 2012 - 08:35 PM

Yes, I am, it's obvious from that video that installing Artemis isn't going to do me much better against skilled opponents who can pilot their way out of a paper bag.

If I remember correctly, and I'm pretty sure I do, Artemis doesn't increase missle damage. All it's supposed to do is decrease time to lock, and tighten the to-hit location helping more missles hit, and hit the same location.

Given this sample video and anectdotal information in this thread, it'd be stupid to invest in Artemis.

Missiles are under powered.

This explains what I saw in Forest Colony, where at least 3 missle boats fired at least twice, full salvos of what appeared to be at least LRM15's at an Atlas walking across the water. So the Atlas had what appeared to be at least 360 missles fired on it, and it didn't even blink, turned completely yellow, nothing turned orange at all. I know more than 2 rounds were fired at it during the game, but I know that particular match the opposing team had 8 'mechs that survived, and the team I was pugging only had two survive (the round ended in the enemies capturing our base).

The reason I remembered it was because it was amazing that all of us fired all our missles at the same Atlas at the same time, for at least 2 rounds. It looked REALLY cool, but was incredibly ineffective, and I doubt if everyone had Artemis installed that it would have made that much difference.

An underpowered weapon is still underpowered, even with "improved" tightening of the hit location.

It really seems that LRM's are less powerfull than PRE-Artemis, which is rather scary.

#603 warp103

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Posted 12 November 2012 - 08:37 PM

View PostSicksGunz, on 12 November 2012 - 08:25 PM, said:

Dude, you don't have Artemis installed and you're complaining about the efficacy of missiles?

Who does not check the video again.

I am complaining because i have artemis fastfire and pinpoint installed. It is .7 per missile not the 1.7 the dev said it would be. If they have ams it .045.

#604 Scratx

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Posted 12 November 2012 - 09:12 PM

What I've started to wonder is whether the splash damage (I think they have some?) from LRM impacts isn't killing other incoming missiles before they hit the target mech. My C1's Art's LRMs, visually, tend to almost all hit their targets, but sometimes I'm not sure the damage at the end of the round really translates what we visually saw happen during the match.

I haven't seen the video, though, but I've seen plenty of my own fire.

#605 Pando

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Posted 12 November 2012 - 10:00 PM

Can't believe people are saying make them do less damage. I'm dumping 300,000 cbills a match for re-arm alone to run my 4x LRM15 Artemis Awesome. I'm doing on average 500-700 damage. I have no point defense system, I run slow as crap. I skimped on armor, sacrificed all chance of GAINING CBLLS and for what. Just to play the role I enjoy most.

Something needs to change.

**EDIT** I've dumped over 1800 missiles with a dedicated scout assisting me; less than 500 damage.

Edited by Pando, 12 November 2012 - 10:06 PM.


#606 Long Draw

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Posted 12 November 2012 - 10:08 PM

View PostDimento Graven, on 12 November 2012 - 08:19 PM, said:

With Artemis, you shot 1230 missles, hit 7 different 'mechs hard enough to register assists, and only did 393 damage, zero kills.

Since the quick fix, I've not bothered installing Artemis, and I'm glad.

Artemis seems to have not done much.

AGAIN, to put it even more simply:
You're in a D-DC Atlas, LRM15'sx3, with Artemis, and you got 393 damage, no kills after firing 1650 missles.
I'm in a A1 Catapult, LRM15'sx2, without Artemis, and I regularly get in 200's firing the better part of 1000 missles.

Yeah, LRMs sure seem to be "working as intended"... Crimany, they're not performing well enough to be worth the reload costs since DAMAGE is a factor of your cash reward at the end of battle, in your case 3,930 extra CBILLs. At least spotting and assist bonuses help a bit towards that but still...

I'm betting your reload/repair bill after that was on the order of 200k+...

That's rough, that's damn rough...

Yeah, I don't even concern myself with rearm costs because I make tons of money on my other two Atlases, neither of which has LRMs. One uses 4 medium lasers and dual AC5's. The other has 4 large lasers.

#607 Ashnod

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Posted 12 November 2012 - 10:12 PM

LRM's are currently awful, fire 1000-1200 LRM's and do 500 spread out damage and make 10-50k cbills?.. Or.. Play my laser cicada and do 500-800 focused damage and get 150-200k cbills, or play my centurion and get 550-800+ focused damage and make around the same ad the cicada, or play my atlas sniper/brawler and do 700-1400 damage and make more than all the others? Hmm.. Which is better for me and my team I wonder? And which one is useless?

Answer to both those questions is quite obvious


Oh yea and the others all usually get at least 2 to 5 kills easy.. The LRM catapult? Lucky to get 1 and that's with Artemis..

And for the people who are going to say I was missing.. I used to do 1000-1500 damage eaz mode on my catapult PRE-ARTEMIS!! Every. Match.

Edited by Ashnod, 12 November 2012 - 10:16 PM.


#608 Dibster

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Posted 13 November 2012 - 03:36 AM

Ridiculously deflated numbers only serve to inflate your argument.

#609 Zerikin

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Posted 13 November 2012 - 06:59 AM

I think its pretty clear that LRMs are not doing 1.7 per. Either the damage is much lower or some other bug is causing them not to register hits correctly.

#610 Dimento Graven

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Posted 13 November 2012 - 07:35 AM

View PostDibster, on 13 November 2012 - 03:36 AM, said:

Ridiculously deflated numbers only serve to inflate your argument.

Ok, watch all the videos from the thread and do the numbers yourselfl.

So far as I've found (though I could have missed it in this 32 page, so far, thread) no one has produced a video showing these "600 to 1000 points, 3 to 4 kill" games they claim to be receiving, in efforts to convince us LRMs are working properly or are still OP.

If you've got a post quickfix video showing this, please by all means post it.

Edited by Dimento Graven, 13 November 2012 - 07:35 AM.


#611 Gwarsbane

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Posted 13 November 2012 - 08:25 AM

yup, seen that. Also head some people say they seen lrms come out of the back of a mech. Haven't seen that one though.

#612 GrizzlyViking

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Posted 13 November 2012 - 08:25 AM

After the recent patches and the addition of Artemis, LRM damage went from a little OP, to greatly OP, and then to what seems to be balanced, possibly leaning towards the weak side of balanced. This in mind, I expect that LRMs will become significantly less useful when ECM is introduced. That said, be prepared for more LRM adjustments coming soon.

Edited by GrizzlyViking, 13 November 2012 - 08:26 AM.


#613 Punk KMSD

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Posted 13 November 2012 - 08:36 AM

View PostGrizzlyViking, on 13 November 2012 - 08:25 AM, said:

After the recent patches and the addition of Artemis, LRM damage went from a little OP, to greatly OP, and then to what seems to be balanced, possibly leaning towards the weak side of balanced. This in mind, I expect that LRMs will become significantly less useful when ECM is introduced. That said, be prepared for more LRM adjustments coming soon.



Dude, you do know that ECM only works within 6 hexes(180 meters) of the Mech using it, right? :P

ECM will be useless unless you are running a light and even then they will have to be constantly circling the enemy...which yeah, fine they do that already..wait...what was my point? Nevermind.

#614 Ashnod

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Posted 13 November 2012 - 08:38 AM

View PostPunk KMSD, on 13 November 2012 - 08:36 AM, said:



Dude, you do know that ECM only works within 6 hexes(180 meters) of the Mech using it, right? :P

ECM will be useless unless you are running a light and even then they will have to be constantly circling the enemy...which yeah, fine they do that already..wait...what was my point? Nevermind.



You know they don't take everything 100% from tabletop and ECM could currently be working a lot differently..

#615 pinsndneedles

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Posted 13 November 2012 - 08:42 AM

View PostAshnod, on 13 November 2012 - 08:38 AM, said:

You know they don't take everything 100% from tabletop and ECM could currently be working a lot differently..


I think a mix of MW4 and TT, so locks take longer to form, are lost quicker, loss of Artemis/TAG/NARC accuracy benefits, possibly making streaks dumbfire inside the radius (God I hope that one happens). They did say it was way OP a while ago in a post when they did a straight TT port.

#616 Punk KMSD

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Posted 13 November 2012 - 09:27 AM

View PostAshnod, on 13 November 2012 - 08:38 AM, said:

You know they don't take everything 100% from tabletop and ECM could currently be working a lot differently..


Noted. I've not used ECM in MWO so I don't know of it's effectiveness. 180 meters is kinda pointless in this type of game, I mean I can fling obscene gestures at other pilots from that distance. Double or triple the range and then it becomes something to fear. But my tatics regarding the lights would be sound, just dance around 'Mechs and jam them.

#617 GrizzlyViking

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Posted 13 November 2012 - 09:36 AM

View PostPunk KMSD, on 13 November 2012 - 08:36 AM, said:



Dude, you do know that ECM only works within 6 hexes(180 meters) of the Mech using it, right? :P

ECM will be useless unless you are running a light and even then they will have to be constantly circling the enemy...which yeah, fine they do that already..wait...what was my point? Nevermind.


You may be surprised to find that some of the things in MWO do not follow table top rules. ^_^

#618 Punk KMSD

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Posted 13 November 2012 - 09:38 AM

View PostGrizzlyViking, on 13 November 2012 - 09:36 AM, said:


You may be surprised to find that some of the things in MWO do not follow table top rules. :P


I know already! Shesh! Be nice to your fellow house mates or I'm punch! ^_^

#619 warp103

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Posted 13 November 2012 - 10:38 AM

View PostDimento Graven, on 13 November 2012 - 07:35 AM, said:

Ok, watch all the videos from the thread and do the numbers yourselfl.

So far as I've found (though I could have missed it in this 32 page, so far, thread) no one has produced a video showing these "600 to 1000 points, 3 to 4 kill" games they claim to be receiving, in efforts to convince us LRMs are working properly or are still OP.

If you've got a post quickfix video showing this, please by all means post it.

Lol I know right I and other have posted video yet the people that say it fine do not. gain the video do not lie show us you evidence .Dev how long are you going to let this go on. There is more then enough videos to show that it is .7 you missed the 1.0

Edited by warp103, 13 November 2012 - 10:41 AM.


#620 KhazadNo

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Posted 13 November 2012 - 11:22 AM

I have done a few test runs now since I am unfortunate enough to have a CPLT-C4 and have to farm XP with it to proceed. I have added Artemis and have 2xLRM 20s. I have run my mech upto an enemy mech in the open and launched one volley or 2 volleys then just never fired again until the round is over. If i launch one volley I get a whopping 15-20 dmg for that volley. If i launch 2 i get 30-35 dmg

So 15/40 = 0.375 dmg
So 35/80 = 0.437 dmg

I have done this against enemy slowass mechs without any AMS.

I have no idea what numbers they put in but they sure are totaly wrong. I don't really like LRM boats much since theya re so boring to play but this is just ********.





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