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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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#41 Tashi Drako

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Posted 08 November 2012 - 06:54 AM

This development choice has turned the game into a lrm sluggfest. Its going to be a very long couple of weeks before the 4+4 joke is over if they keep the dead lines. Giving an allready overpowered weapon more leathality and providing not the slightest way of defending against, Brilliant.

#42 JediMastaDJ

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Posted 08 November 2012 - 06:55 AM

View PostXaira, on 08 November 2012 - 06:43 AM, said:

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.


I'll have to call you out on this and say you're wrong. I have watched quite a few clan mates as they play and they'll close to range while firing an LRM15 (or 2) and it's quite effective when they brawl at around 400 meters. They're close enough to use their AC5s while still being able to launch their LRMs. They will also TAG the target themselves and get a boosted lock. It can also surprise the heck out of other mechs that don't expect an LRM barrage from what is almost point blank range. It's a very effective tactic. Why don't you try it some time? Please don't make broad, generalized statements about something and call it fact. Just because the majority of PUGs do something, doesn't mean it is a tactic that everyone has abandoned or is not useful. "You know nothing, Jon Snow."

#43 Havyek

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Posted 08 November 2012 - 06:57 AM

View PostDaehoth, on 08 November 2012 - 06:19 AM, said:

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.

If you're getting killed in 1-2 salvos than I strongly advise that you put armour on your Commando and stop standing still.

My fastest kill in a twin LRM15 boat + Artemis was 2 full salvos of both LRM15s and 2 lasers at about 200m. So that's 4 MLAS blasts and 4 LRM15 racks to kill the smallest 'Mech when it was standing still. And it was already damaged.

#44 JediMastaDJ

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Posted 08 November 2012 - 06:59 AM

View PostTashi Drako, on 08 November 2012 - 06:54 AM, said:

This development choice has turned the game into a lrm sluggfest. Its going to be a very long couple of weeks before the 4+4 joke is over if they keep the dead lines. Giving an allready overpowered weapon more leathality and providing not the slightest way of defending against, Brilliant.


I guess it's obvious that you didn't scroll down and read any of the comments below the original post, so I'll have to stop you mid-rant and inform you that there is a patch today to fix the LRMs. Also, try reading the Announcements section when you first log in so you're more informed when you decide to post.

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

#45 Bru1zer

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Posted 08 November 2012 - 07:03 AM

Seriously half the problem with LRM's is they can be launched just by having someone spot your target.

I don't recall playing a MW game where I could lock LRM's without having line of sight....

With the exception of NARC.

ECM is not in yet, NARC and TAG is, you think Artemis is bad?
We will go though the whole process again when ArrowIV comes into the game.


Leave the launch angle as is, fix the ridiculous strike angle and make it so LRM's cannot lock unless you have LOS or a target that is NARCed or TAGed, and all the LRM problems will vanish.

#46 JediMastaDJ

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Posted 08 November 2012 - 07:05 AM

View PostBDU Havoc, on 08 November 2012 - 06:57 AM, said:

If you're getting killed in 1-2 salvos than I strongly advise that you put armour on your Commando and stop standing still.

My fastest kill in a twin LRM15 boat + Artemis was 2 full salvos of both LRM15s and 2 lasers at about 200m. So that's 4 MLAS blasts and 4 LRM15 racks to kill the smallest 'Mech when it was standing still. And it was already damaged.


The fallacy of this comment is that you're assuming that you're the only one firing LRMs. I have been in my Jenner and one volley fired from 4 different mechs shredded me to death in less than 2 seconds. I tried hiding behind cover, didn't work because of the LRM flight path. This, of course, will be fixed today, so no worries anymore about that.

I've also been on the run, but the tracking on the LRMs is so great with Artemis that you can't outrun them, and AMS is almost useless when you have 4 volleys dropping on you at once.

This will all be very pointless in about 3 hours when the patch is done being implemented.

LRM damage is being reduced from 2 to 1.7 per missile. LRM flight path is being corrected to pre-patch.

Artemis LRMs are getting a slight buff to missile speed, which I'll agree with is a decent buff to differentiate them from regular LRMs. I guess we'll see how effective AMS is after this patch, as well. As it stands, I don't think AMS really protects a mech as much as it should.

#47 maxx2504

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Posted 08 November 2012 - 07:08 AM

Hi !

Its very funny how many people are whining like hell in this forum. If PGI would bring out a working ECM with the new missiles we wouldn't have this problem.

So...STOP WHINING. And if you dont like the game, stop playing it and wait for a damn patch !!


********...

Edited by maxx2504, 08 November 2012 - 07:08 AM.


#48 JediMastaDJ

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Posted 08 November 2012 - 07:15 AM

View PostBru1zer, on 08 November 2012 - 07:03 AM, said:

Seriously half the problem with LRM's is they can be launched just by having someone spot your target.

I don't recall playing a MW game where I could lock LRM's without having line of sight....

With the exception of NARC.

ECM is not in yet, NARC and TAG is, you think Artemis is bad?
We will go though the whole process again when ArrowIV comes into the game.


Leave the launch angle as is, fix the ridiculous strike angle and make it so LRM's cannot lock unless you have LOS or a target that is NARCed or TAGed, and all the LRM problems will vanish.


As per TT rules, you could launch LRMs if you had a spotter.

Ignoring TT rules, since everyone gets shared targeting data on a team, this is still a logical step to take. You also fail to mention that someone DOES have to have line of sight on the target: the spotter. If the spotter loses line of sight, everyone loses line of sight. I know this because I act as a scout all the time for my clan. I make sure to maintain LOS on a target that has LRMs launching at it so that they hit more frequently. If I lose LOS, then my teammates might just have wasted an expensive volley of missiles.

ArrowIV.... We'll have to see how they plan to implement those. It's all speculation at this point, unless there is a blog or post somewhere that they talk about it that I haven't read.

#49 JediMastaDJ

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Posted 08 November 2012 - 07:59 AM

@OP: Good find. Screenshot this and submit a ticket, if you haven't done so already.

@Kittamaru: That would be... interesting... Not sure how easily it could be implemented, however. Put in a ticket with the suggestion or start a suggestion thread. I don't think it would be too OP or really overly abused. If one person is taking precious fighting space and time to be a mobile AA platform, then he's effectively not combating someone else directly. It would be hard to score up points for that, however. Maybe 1 point for every 5 missiles shot down or something? 1 C-Bill for every missile shot down?

#50 Laoks

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Posted 08 November 2012 - 08:06 AM

really want to fix the problem. Fix the hit table LRM's do damge in 5 point lots too whole mech not just upper torso. Fix that and you fix the Lrm problem. I have never ever seen an LRM hit a legg, why is that ? I'm not sure but LRM's do 1 point per missle and LRM/20 adv 12 hits per shot, What do you have them doing ? I know you have to change a lot for this game but trying to make something better then it is ment to be is when you get into problems. Make lrms like they are in Battle Tech will fix all your problems. No Longer will you have 5 LRM boats and 3 spotters, as the LRM boats will Spread there damge over the whole mech. Think about it instead of getting hit for 20 or more dmg from an LRM/20 you get hit with 2 ac/5's and a ac/2 on random location. not the same spot.
On a different note, ac's should do there damge to a single location and as far as i can tell the dont, at lest not always. Fix that.
Gauses should have min range they dont.
Hope you read this and take it into account when you try to fix things,

Edited by Laoks, 08 November 2012 - 08:07 AM.


#51 Egomane

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Posted 08 November 2012 - 08:25 AM

I highly doubt, that we will see Arrow IV anytime soon, as there are currently no plans to implement mech based artillery to the game.

#52 Hesketh Vernon Hesketh Prichard

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Posted 08 November 2012 - 08:46 AM

View PostKittamaru, on 08 November 2012 - 06:33 AM, said:

*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!)
Best idea i've heard around here+1 DO THIS! haha

#53 Roadbuster

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Posted 08 November 2012 - 08:57 AM

Another thing I noticed is that LRMs with Artemis will just explode if fired from a Catapult standing on the radar tower near the lower situated base in Forest Colony.
They fire off and then explode after 200-300m or so.

#54 Suskis

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Posted 08 November 2012 - 12:05 PM

I understand LRMs were overpowered
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)

#55 Blood Skar

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Posted 08 November 2012 - 12:21 PM

They are in no way underpowered now - they are still a little overpowered damage wise...but i can live with it as it is - the trajectory fix was very welcome, thank you PGI for that.

How do you think they are underpowered? I am spotting for my team and i see salvo after salvo still ripping through Mechs - i saw a hunchback go down in literally about 10 seconds.

I think they are just right now.

Scouts can duck behind cover IF they respond to the 'Incoming Missle' message and are near enough cover.
Damage still seems high.

I think LRM just hit the sweetspot. IMO anyway..anyone agree ?

#56 Untouchable

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Posted 08 November 2012 - 12:23 PM

LRMs are more balanced than ever.

Edited by Untouchable, 08 November 2012 - 12:23 PM.


#57 Taron

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Posted 08 November 2012 - 12:25 PM

Yep, agree that

#58 Daekar

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Posted 08 November 2012 - 12:26 PM

Wrong. LRMS are a locking indirect fire weapon. They should not be pwning face EVER. They shoukd do reliable support damage that is crippling if you stay out of position too long. They're perfect as-is, and still very capable. You need to adjust to the fact that an LRM support boat (a true boat) should be a specialized role, not something that comprises half of every team.

#59 Taron

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Posted 08 November 2012 - 12:29 PM

LRMs are still really dangerouse - but not the death itself now - how it should be. They are exactly right, and they should go weaker on guys who have ECM - as in the books. Again to the devs - GOOD work.

#60 Miken

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Posted 08 November 2012 - 12:31 PM

It seems Artemis just off, after this hotfix...
If so, why need reduce damage of LRM? Now it just useless...

Edited by Miken, 08 November 2012 - 12:33 PM.






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