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Lrm Opinion Thread [Merged]

v1.0.142

769 replies to this topic

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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#61 Gabz

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Posted 08 November 2012 - 12:40 PM

i'm sorry... But kinda happy to hear LRM boats whine for a bit.You can't possibly think those things are underpowered. they were so OP that a .2 to .5 damage reduction would still make it a weapon of choice. Now you guys are gonna have to work a little to get those kills.Ooonh. You migh even have to load different weapons on your mech.And actually use them. I think the nerf is good and was way overdue.

Edited by Gabz, 08 November 2012 - 12:41 PM.


#62 Ben Delat

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Posted 08 November 2012 - 12:40 PM

It´s better balanced than yesterday.

As it is now, its pretty good.

#63 Taron

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Posted 08 November 2012 - 12:44 PM

Artemis IV still works - damn good it works! But after the hotfix, LRMs work as they should: Dangerouse weapon, a lot of Damage - but not the only game winner. From this point of view, this patch was one of the best patches ever.

#64 Duffanichta

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Posted 08 November 2012 - 12:48 PM

Feels a lot better now!

#65 Gendo

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Posted 08 November 2012 - 12:48 PM

i think the flighpath is way too flat at the end. befor the patch it was way too steep now its the opposite. something in between would be nice...

#66 Dark Mortuus

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Posted 08 November 2012 - 12:51 PM

Im at work like, "I wonder if the hotfixed the SUPER OP missiles today." then I come on here and someone is actually saying they are UP now!?!?!? Thank god, maybe payers with no skill will learn how to brawl/snipe/popsnipe. I think i am the only guy out here pop-sniping, and honestly i stopped when this patch dropped as i was being ripped to shreads by LRM's. So i make a LRM boat and collected alot of C-Bills and prob pissed off alot of people. TY for allowing other builds to live again.

FYI that Commando could have a AMS, or be close to someone who has one, or two AMS's depending on chassis.

Oh and TY for turning down the SRM 100% torso shots. makes more sense now.

#67 Duncan Morales

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Posted 08 November 2012 - 12:52 PM

View PostSuskis, on 08 November 2012 - 12:05 PM, said:

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...


a question from me to you...

... did you ever shoot at an enemy scout which is travelling at 10 hexes per round and hit him at a distance of 20 hexes when you walk 3 hexes?

In MWO you will hit the 130 kph Jenner when he is not in cover over nearly 1000 meter - but not with the full volley - so where is your problem?

- btw. 4 lrm 20 in MWO deal 160 pts of damage when all missles hit (ok after the hotfix they do 136 but they still deal a massive amount of damage compared to the LRM´s on the table) -

Sure the balancing of all weapon´s will not be finished but after the hotfix the LRM´s are fine to me - you want the LRM´s back to the strengh they got, ok but if that happens i please want DHS at 2.0 ER PPC´s and all Laser´s with less heat...


-- sorry for my english but i am not a native speaker --

Edited by Duncan Morales, 08 November 2012 - 12:53 PM.


#68 Xenroth

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Posted 08 November 2012 - 12:52 PM

Hi there,

So i do a lot of LRM boating for a while now when i play premade, i started before they were incredibly strong, before Artemis came, and when they were quite weak in the past and now after the hotfix i also tried it.

I have to say there is a little bit on balance that has to be done on the LRM damage, feels a bit low after the hotfix, could also be a wrong feeling because they were so uber before the patch5, but thats not the point i want to discuss.

In my opinion, Artemis became really uneconomical after the patch.

For example i payed about 1.3 million CBills for upgrading my LRM's to Artemis. Thats fine for me if there weren't the doubled ammo costs which you also have to pay for rearm. Before the hotfix i only did like 80-100k CBills profit after rearm and repairs. But now, it dropped down to 60-70k if i win a match and thats really horrible.

In my opinion you should drop the doubled ammo costs for Artemis, if you force people to already pay over 1 million, because buffing it will result in some kind of imbalance again and everyone will start crying again ...


So on the one hand you have a nerfed Artemis which is still a nice advantage, but got nerfed in every single point and on the otherhand its nonprofitable to play LRM's with Artemis!

So something should be done to decrese the costs in any way!

But thats only my opinion, what do you guys think about it?

Edit: Forgot to mention it, all CBill informations given are with a Premium Account!
So without you wount even do profit at all with a win ...

Edited by Xenroth, 08 November 2012 - 01:09 PM.


#69 Taron

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Posted 08 November 2012 - 12:53 PM

@Dark Mortuus
I really can't understand, what you try to say ....

Edited by Taron, 08 November 2012 - 12:54 PM.


#70 dal10

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Posted 08 November 2012 - 12:53 PM

I think they were slightly overnerfed and I don't even run lrms usually, their damage should be up to 1.8. I took dual lrm 20s to the chest of my atlas as a test of their effectiveness after the hotfix, results, yellow armor, the extra 2 damage would be appropriate for the launchers I think.

#71 Ragor

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Posted 08 November 2012 - 12:56 PM

Posted Image

#72 Taron

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Posted 08 November 2012 - 12:58 PM

Well.LRMs are still dangerouse, killed a lot players by dual LRM15 + Artemis - so what is your problem?
Is it, cause you have to THINK now, before firing?

Edited by Taron, 08 November 2012 - 12:58 PM.


#73 Miken

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Posted 08 November 2012 - 01:02 PM

Artemis IV don't work! Trajectory the same with Artemis or without it...

#74 Taron

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Posted 08 November 2012 - 01:04 PM

Artemis IV works absolutly fine. Maybe you do not know, how to use it?

Edited by Taron, 08 November 2012 - 01:05 PM.


#75 Xenroth

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Posted 08 November 2012 - 01:04 PM

I often play a LRM boat and LRMs are quite fine now, but Artemis is useless now and costs to much credits ... as mentioned in my thread, you have too high rearm costs, which give you a profit of about 50-70k CBills after a WIN!

#76 Taron

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Posted 08 November 2012 - 01:08 PM

Artemis is not useless.... no matter what you say
In fact, i still think, it's too strong - even i use Artemis IV myself. Well, ECM will come.

Edited by Taron, 08 November 2012 - 01:10 PM.


#77 Titanium Booger

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Posted 08 November 2012 - 01:09 PM

View PostDaekar, on 08 November 2012 - 12:26 PM, said:

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.


This guy knows what hes talking about... the intention of Lrms is a Support weapon.. NOT a primary... this is Role warfare.. lrms as they were left little to no room in the game for stragety save for running and hiding and hoping the opposing team ran out of LRMs first if u wanna play tower defense i suggest u get a tower defense game, this is a simulator. Brawling in my opinion is more fun and is where real pilots display their talents any noob can steal a lock and press the big red mouse button..

personally I still think that Line of site Locking should be limited to first person Line of site only unless enemy unit is narc'd or tagged that would put Lrms in exactly the role they should be used in, a support arterilly weapons in team warfare

#78 Name60014

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Posted 08 November 2012 - 01:11 PM

I don't know what people are expecting Artemis to do in MWO. In TT they make your missiles more accurate, as in a lower to hit roll. That's true so long as you have direct LoS with your target.

I don't know how they would implement that in MWO. It wouldn't be by changing trajectory. They might opt for tighter grouping so long as LoS is maintained. That way more missiles would hit a single location.

#79 Name60014

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Posted 08 November 2012 - 01:16 PM

View PostTitanium Booger, on 08 November 2012 - 01:09 PM, said:


This guy knows what hes talking about... the intention of Lrms is a Support weapon.. NOT a primary... this is Role warfare.. lrms as they were left little to no room in the game for stragety save for running and hiding and hoping the opposing team ran out of LRMs first if u wanna play tower defense i suggest u get a tower defense game, this is a simulator. Brawling in my opinion is more fun and is where real pilots display their talents any noob can steal a lock and press the big red mouse button..

personally I still think that Line of site Locking should be limited to first person Line of site only unless enemy unit is narc'd or tagged that would put Lrms in exactly the role they should be used in, a support arterilly weapons in team warfare


Meh. Spotters gonna spot. LoS locking should increase accuracy with Artemis equipped missiles or reduce spread. Some of these things don't translate well from TT. Like Tag decreases time to lock and boosts accuracy. In TT it's for use with SGLRMs.

In any case I haven't had a chance to login today. I like that they instituted a damage reduction to LRMs and it wasn't all the way down to TT measures. And I don't use LRMs.

#80 WillyPete

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Posted 08 November 2012 - 01:34 PM

Turn off your auto-rearm, add craploads of ammo and after one match you will automatically get 75% ammo free.





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