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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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#121 BR0WN_H0RN3T

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Posted 08 November 2012 - 05:21 PM

Thanks for making an LRM UP thread and giving people who know the game the chance to correctly state that they are much better now. Finally, all weapons are in the ballpark, where they should be. The only thing left is to raise the GR cd back to 5s and investigate the over-nerf to pulse laser heat. Then we're in a good place balance wise

#122 AceTimberwolf

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Posted 08 November 2012 - 05:25 PM

Wait Wats the CDs on Gauss rifle I don't use it so I don't know..

#123 IronGoat

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Posted 08 November 2012 - 05:30 PM

i thought it was 1.7 to 1.4?
either way it seems about good now. if you LET them rain down on you you will die quick but if you dont you can get in close to the lrm boat and make him pay. before it was just get spotted and die

#124 AceTimberwolf

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Posted 08 November 2012 - 05:35 PM

View PostThontor, on 08 November 2012 - 05:33 PM, said:

4 seconds

Seems low to me. That's why people like gaussapults.... it all makes sense to me now.... Haha sorry I don't use the cheese builds just my 4sp and 1N

#125 Will Power

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Posted 08 November 2012 - 05:40 PM

LRMS arent under powered. A weapon that can be fired from behind lines, fire long distance, needs no real skill to hit, has high chance of crits, just shouldnt be a big damage dealer also. They are a support weapon and shouldnt stick out from other front line weapons.

#126 Xander86

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Posted 08 November 2012 - 05:57 PM

My thought should be that your spotter should only spot against targets they lock onto ie.... I am a Jenner and I can. See 5 mech but I can only target 1.... the other 4 mechs show up but you either can't get an easy lrm lock or can't lock at all. But the one the Jenner targets would either get an easier lock or be the only one to be able to be locked....

#127 Specops12

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Posted 08 November 2012 - 06:17 PM

I dropped 800 lrms into a hunchback at 280-400 meters, i could see him plain as day the entire time, I only did 25 percent damage to him, lrms are pointless now. and to be honest so are streaks. go back to the pre cry-engine damages, they were fine and pretty balanced. and for please stop catering to pub players who cannot play this game in the first place.

#128 Stoicblitzer

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Posted 08 November 2012 - 06:22 PM

View Postdal10, on 08 November 2012 - 12:53 PM, said:

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.

I agree. 1.8 dmg would be ideal. 2.0 is too much and 1.7 is too little. however i do like the way LRMs are currently implemented. support weapon, not dominating weapon.

Edited by Stoicblitzer, 08 November 2012 - 06:22 PM.


#129 Jacob Roamer

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Posted 08 November 2012 - 06:59 PM

Its close to balance IMHO.

They are a TINY bit underpowered after this nerf.

With Artemis and a Tag they were doing a good job.

Bump the damage up to 1.8 or 1.9 and I think you'll be spot on. That will allow people to use them in Pug's without feeling useless, and in Premade lances they will be very good, but not OP.

#130 HC Harlequin

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Posted 08 November 2012 - 07:01 PM

No. If a stationary max armor Atlas in the open at 614 armor gets hit with 45 missiles and the percentage on the mech gets reduced by less than 4% and this is repeatable then the 45 missiles are doing less than 25 damage overall which brings each missile to less than .5 damage per. If you count the mechs AMS and missed missiles it is still way below 1 damage per missile.

#131 Nofo

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Posted 08 November 2012 - 07:24 PM

i basic get the same result i can line up a jenner with 45 lrm and and i stand stile and find it stand stile. now that rare and do less then 5% to 10% dmg some real is wrong. and i not seen no ams fire around him or on the way to him to shoot my LRM down range around time i have got so luck 700 to 400

#132 Stormgut

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Posted 08 November 2012 - 07:45 PM

View PostHC Harlequin, on 08 November 2012 - 04:27 PM, said:

Just wondering if anyone else has noticed that the large salvo boat damage (3x LRM15/LRM20) won't even kill a solo HBK or CAT running 600 meters straight for you in the open?


Yes, they have brought the damage down per connecting missile on LRMs noticeably. However, they have also loosened up the spread on missile groupings which means more will just outright miss, as well as damage hitting more sections of armor rather than ripping up the head and center torso. So you shouldn't base your damage calculations on the assumption that all of your missiles are actually hitting their target. Even if they are stationary.

The LRMs are a support weapon, not a primary weapon. You should not be able to kill an enemy mech before they reach you just by default, particularly if they are making a beeline for you. This is where teamwork comes into effect! When you see a target is charging you, notify your team and pick a new target to rain on once the bull gets inside your minimum range; the idea is that the weakened target will be easy for one of your teammates to now take out, while you focus on another distant mech.

Know this when you equip a mech with so many LRMs -- you are there to support your teammates by softening targets up, not to be the most fearsome thing on your team.

I can understand how the damage output that LRMs provided the last two patches might have lead you to think otherwise, but when you acknowledge that brawler mechs have to take a MUCH bigger risk in exposing themselves and having to chase down targets (including, potentially, getting rained on during their approach) it makes sense that they would have a higher damage output when they *do* get in range.

Edited by Stormgut, 08 November 2012 - 07:46 PM.


#133 HC Harlequin

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Posted 08 November 2012 - 07:54 PM

No.. you are wrong.. The missiles really are doing less than, far less than, 1.4 damage per missile. drop in with a few friends in Atlas w/o AMS and track the percentages with TAG/Artemis. Just stand there and shoot at eachother. You can see how many missiles miss per salvo. The damage has been dropped well below 1 point of damage per missile.

#134 Stormgut

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Posted 08 November 2012 - 07:56 PM

View PostHC Harlequin, on 08 November 2012 - 07:54 PM, said:

drop in with a few friends... Just stand there and shoot at eachother.


You're judging this damage based off friendly fire? I'd be willing to bet that friendly fire has a damage reduction modifier.

#135 LaserAngel

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Posted 08 November 2012 - 08:16 PM

It's a bit harder to hit faster/smaller mechs running around even if you have perfect LOS like in some spots on Caustic. I was a disappointed with the results I got against a Raven and a Dragon today. Still, it doesn't sound like the horror stories and trench warfare that people endured the past two days.

#136 HC Harlequin

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Posted 08 November 2012 - 08:16 PM

No.. it's called a timed drop. As long as you are all in the same weight class it brings the chance to drop against eachother much higher.

And, obtw, an LRM 20 is the highest damage in the game.. That's why it's called an LRM 20. As it stands right now 2xLRM20 do less damage than one gauss round.

And since you are talking about "how the game is supposed to be played" What everyone knows now is that LRM's are so meaningless they can just walk straight up to it across an open 1000 meter stretch and not have any real armor drop until they get within min range. So, where's the dodging/breaking for cover/tactics then?

#137 Silkfire

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Posted 08 November 2012 - 08:26 PM

I am not exactly sure what the damage is, but the LRMs were never meant to be a kill weapon, in any BT/MW/Mechcommander game. In all games previous, they were a support weapon, for softening up enemies. In TT, you usually only hit with 60% of them, and AMS would usually take out another 50% of those. Artemis and such would usually counter the AMS to some degree, and narc and tag would help as well, but in the end, they were not destroyer weapons typically. I have played several matches tonight and they feel about right where they should be, I did get killed a couple times from LRMs in large salvos, which is to be expected. Yes, i intentionally did not take cover, to see what they would do.

LRMs feel just about right at this point, not an end all be all weapon, but not something to be ignored either. Good job Devs.

#138 HC Harlequin

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Posted 08 November 2012 - 08:36 PM

If I had any form of accurate damage tracking tools besides target effects and raw percentage I would be willing to bet that the "1.4 damage" is actually 1.4 damage per missile slot per 10 seconds. So if you can fire an LRM 15 at whatever it is, 3.5 seconds or 4 seconds or whatever, then they are computing the 1.4 damage across how many missiles can be fired in 10 seconds. That would make the current damage more accurate to 1.4 damage. Bear in mind that if you use the TT rules for LRM as a comparison then the LRM 15 hits with slightly less missiles across the spread as the LRM 20, but only if you roll a 2,3 or 4. Which on a 2d6 bell curve is quite rare.

This thought process kinda makes sense because they also upped the number of rounds per ton for LRM because they are fired more than once every 10 seconds.

#139 Corvus Antaka

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Posted 08 November 2012 - 08:40 PM

LRMS seem fine to me....maybe having a little too much trouble clearing cover, 5 degree better angle maybe? otherwise they feel really good right now...softeners instead of pwn everythingers.

#140 WarMonkey14

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Posted 08 November 2012 - 08:44 PM

umm guys. LRMs are now doing appropriate amounts of damage for a SUPPORT WEAPON!! they can kill you if you are stupid but otherwise function perfectly fine as a SUPPORT WEAPON





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