

#121
Posted 08 November 2012 - 05:21 PM
#122
Posted 08 November 2012 - 05:25 PM
#123
Posted 08 November 2012 - 05:30 PM
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
#125
Posted 08 November 2012 - 05:40 PM
#126
Posted 08 November 2012 - 05:57 PM
#127
Posted 08 November 2012 - 06:17 PM
#128
Posted 08 November 2012 - 06:22 PM
dal10, on 08 November 2012 - 12:53 PM, said:
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
Posted 08 November 2012 - 06:59 PM
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
Posted 08 November 2012 - 07:01 PM
#131
Posted 08 November 2012 - 07:24 PM
#132
Posted 08 November 2012 - 07:45 PM
HC Harlequin, on 08 November 2012 - 04:27 PM, said:
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
Posted 08 November 2012 - 07:54 PM
#135
Posted 08 November 2012 - 08:16 PM
#136
Posted 08 November 2012 - 08:16 PM
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
Posted 08 November 2012 - 08:26 PM
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
Posted 08 November 2012 - 08:36 PM
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
Posted 08 November 2012 - 08:40 PM
#140
Posted 08 November 2012 - 08:44 PM
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