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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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#221 ZoomThruPoom

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Posted 09 November 2012 - 12:03 AM

Sorry, but I can't agree with LRM boats always doing the most damage, and finishing at the tops of the scoreboards match after match, like what was happening before.

Seems about right for standing in the back and spamming missiles all match while letting the rest on your team do all the real work.

#222 Creepi Jim

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Posted 09 November 2012 - 12:03 AM

LRMs are fine now. It's rather amusing how the LRM boaters cry about the nerf when even the LRM boaters said the missiles were OP.

Now their damage is too low and they don't kill anymore. Guess what? Not your job, that's what Brawlers are for.

With ECM, even less Mechs will be hit by LRMs, and I can't find any rule that states increased heat.

PGI needs to fix the base functions of the game, not the weapons. The net code is absolutely embarrassing for a 2012 game, the stability is not even acceptable. And people argue about weapon balance and more content when the new content is also bugged and just adds to the pile of stinking sh*t of bugs already in-game.

Edited by SurgeonPredator, 09 November 2012 - 12:04 AM.


#223 Roadbuster

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Posted 09 November 2012 - 12:04 AM

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

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)


Try shooting something that's not evading them.
LRMs seem balanced now. Damage is still good, Artemis lowers the spread and Tag improves tracking.
And players can use cover again!

I rellay like this hotfix.

EDIT

View PostGrugore, on 08 November 2012 - 09:35 PM, said:

I was in a game yesterday. A commando was standing still and took two LRM 20s, and it's armor was reduced by 1%. Something fishy there. Even with AMS, his mech should have been half destroyed. Anyone else have issues like this?


OK that really would be fishy. Was the Commando behind some cover maybe? I didn't have issues dealing damage with LRMs against targets in open areas. I'm trying to use Tag as good as I can to increase efficiency.
Usually I end up with 1-2 kills and ~800dmg dealt on a Catapult-C1 with 2x LRM15 and 2x MPL, Tag and AMS.

Edited by Roadbuster, 09 November 2012 - 12:13 AM.


#224 ZefNinja

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Posted 09 November 2012 - 12:05 AM

View PostAlopex, on 08 November 2012 - 11:55 PM, said:

Honestly, I think that most players would be happier if PGI simply rolled back the hotfix and the most recent patch (introducing the Artemis, 4-man drops and LRM issues). I don't remember anyone important (see: not PUGs) being overly upset about the previous build of the game.


Well just 4 man drops, not rolling in new content is a backward step. Artemis and all the new tech is part of the game and must be in, only way to do that is to keep testing

#225 PL Harpoon

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Posted 09 November 2012 - 12:05 AM

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

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)


No they are not.
And yes, I pilot an LRMboat.

#226 HC Harlequin

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Posted 09 November 2012 - 12:10 AM

Zefninja.. You are wrong.. it's happening. That was the point of my original post.

Edited by HC Harlequin, 09 November 2012 - 12:10 AM.


#227 Long Draw

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Posted 09 November 2012 - 12:12 AM

Here are actual figures from a test match I dropped in, non-grouped, in my Atlas AS7-D-DC equipped with 3xLRM15+Artemis (1440 ammo) and 2xMedLaser and a std300 engine, equipped with DHS in engine and arms.

Posted Image

Now, the enemy team ironically was composed of a 4 man pre-made group of 2 awesomes with 2 SSRM and idk how many medium lasers and 2 hunchies with all medium lasers.

#228 J93653017

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Posted 09 November 2012 - 12:12 AM

LRMs were ruining this game! So glad they nerfed them!!!!

Edited by planktum, 09 November 2012 - 12:13 AM.


#229 HC Harlequin

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Posted 09 November 2012 - 12:13 AM

View PostMelcyna, on 08 November 2012 - 11:40 PM, said:

Alternatively the percentage includes the health of the items as well, ie: the weapon, the heatsink, etc... or the percentage has higher weight on certain parts than others (which means how exactly your missile hit him matters significantly on how much health percentage u'll shave off per salvo).

mind you that your argument that it is doing less damage than X and what not using the overall health percentage is difficult to correlate unless we know exactly what exactly is the health percentage itself and how it's calculated.

not that it's not possible that the missile is doing less damage than it's stat indicates it should be doing but unless you know what exactly is the percentage breakdown, then u can't tell exactly how much damage ur doing either.

The problem is.. shoot an Atlas with 6 salvos of 45 missiles.. and see it not even hit below 85%.. when it's just walking towards you..

#230 ZefNinja

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Posted 09 November 2012 - 12:16 AM

View PostHC Harlequin, on 09 November 2012 - 12:10 AM, said:

Zefninja.. You are wrong.. it's happening. That was the point of my original post.


What am I wrong about? Whats happening Where is it indicated that they going to roll back everything

#231 Karl Streiger

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Posted 09 November 2012 - 12:18 AM

What did I tell you...when the LRM got nerfed there will be another shitstorm ;)

When you have problems with killing anything that walks strait to you...consider that you have the wrong weapon

#232 ZefNinja

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Posted 09 November 2012 - 12:19 AM

View PostKarl Streiger, on 09 November 2012 - 12:18 AM, said:

What did I tell you...when the LRM got nerfed there will be another shitstorm ;)

When you have problems with killing anything that walks strait to you...consider that you have the wrong weapon


True :-)

#233 Long Draw

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Posted 09 November 2012 - 12:21 AM

Well, you better hope they don't impose a minimum distance and reduce the damage 50% on gauss then. I'd trade an Atlas just to see you stuck in that worthless pos. ;)

#234 Evinthal

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Posted 09 November 2012 - 12:29 AM

View PostWarMonkey14, on 08 November 2012 - 09:24 PM, said:


ECM has a whole other balancing act. TT rules state that ECM generates extra heat while active, and ECM is still negated by tag and narc. aka ECM is negated by team play but helps keep LRM focused teams with no real balance of mechs from being very powerful. ECMs also weight 1.5 tons and take up 3 crits right now. tonnage may need to go up depending on it's usefulness, but that's still more than a DHS and takes up the space where a DHS could go and generates heat to boot (possibly).

ECM will be for players who need to scout or tag without taking loads of LRM fire. Those who need to flank. and those who need to snipe without fear of LRMs (guass can still hit someone without targeting folks). in return those mechs will have worse heat efficiency and have less weaponry/ammo/armor and so will be prime targets for mechs who are not running ECMs.


No, ECM did not generate heat while it was active. What did generate heat was Stealth Armor that required an ECM to function. LRMs are at a good place right now, but as I've said in a couple other threads maybe a slight bump back up in damage would be good. 1.8 per missile like a few other people have been saying. We also have to take a step back and remember that they are doing this crazy thing called "fine tuning" where they make adjustments every now and then.

Sorry but when I can roll in an Awesome with 4 LRM-10s with Artemis (and my own tag...not sure if they stack) and CENTER TORSO an Atlas in two/thee volleys, OR go toe to toe against a Gausscat and do the same thing when he only gets one shot off something is wrong.

Edited by Evinthal, 09 November 2012 - 12:33 AM.


#235 Long Draw

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Posted 09 November 2012 - 12:30 AM

View PostZoomThruPoom, on 09 November 2012 - 12:03 AM, said:

Sorry, but I can't agree with LRM boats always doing the most damage, and finishing at the tops of the scoreboards match after match, like what was happening before.

Seems about right for standing in the back and spamming missiles all match while letting the rest on your team do all the real work.

Actually, I had to mix it up with 2 jenners and a centurion because the pugs on my team didn't do squat with the exception of one person really. Not that 2 medium lasers is going to stop them.

View PostSurgeonPredator, on 09 November 2012 - 12:03 AM, said:

LRMs are fine now. It's rather amusing how the LRM boaters cry about the nerf when even the LRM boaters said the missiles were OP.

Now their damage is too low and they don't kill anymore. Guess what? Not your job, that's what Brawlers are for.

With ECM, even less Mechs will be hit by LRMs, and I can't find any rule that states increased heat.

PGI needs to fix the base functions of the game, not the weapons. The net code is absolutely embarrassing for a 2012 game, the stability is not even acceptable. And people argue about weapon balance and more content when the new content is also bugged and just adds to the pile of stinking sh*t of bugs already in-game.

Seriously, I really hope I get a chance to drop on your team soon so I can sit back and relax on our base so you can rack up money and experience for me since it's apparently not my job to kill any of the enemy now. Thanks for clarifying that.

#236 Karl Streiger

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Posted 09 November 2012 - 12:30 AM

View PostLong Draw, on 09 November 2012 - 12:21 AM, said:

Well, you better hope they don't impose a minimum distance and reduce the damage 50% on gauss then. I'd trade an Atlas just to see you stuck in that worthless pos. ;)

Well no problem at this...there are still PPCs, SRM, Laser, ACs....and much more
A good warrior is never bound to a single weapon system on a mech

Edited by Karl Streiger, 09 November 2012 - 12:31 AM.


#237 Varrin Coursca

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Posted 09 November 2012 - 12:31 AM

LRMs were never supposed to be the end-all-be-all weapon of choice that allowed you to rack up 3-4 kills and 800-1000 damage per match. They're meant to assist direct-fire combatants by stripping the armor from hard targets and forcing them from favorable tactical positions into cover. They're not useless -- they're just playing closer to how they're supposed to be now.

I hope folks don't give up LRM-heavy builds just because the damage output was reduced. You guys still have a critical role in the field, especially with Artemis out and the steadily increasing use of TAG.

That said, this patch should please most Davion MechWarriors.

Less LRM battles, more dakka dakka. ;)

#238 EnigmaNL

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Posted 09 November 2012 - 12:34 AM

I noticed the damage dropped by a huge ammount, way more than what they told us. They also seem to miss a whole lot more. LRM's are kind of crappy now.

From OP to crap. Too bad...

#239 Long Draw

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Posted 09 November 2012 - 12:35 AM

View PostVarrin Coursca, on 09 November 2012 - 12:31 AM, said:

LRMs were never supposed to be the end-all-be-all weapon of choice that allowed you to rack up 3-4 kills and 800-1000 damage per match. They're meant to assist direct-fire combatants by stripping the armor from hard targets and forcing them from favorable tactical positions into cover. They're not useless -- they're just playing closer to how they're supposed to be now.

I hope folks don't give up LRM-heavy builds just because the damage output was reduced. You guys still have a critical role in the field, especially with Artemis out and the steadily increasing use of TAG.

That said, this patch should please most Davion MechWarriors.

Less LRM battles, more dakka dakka. ;)

Give up LRM heavy builds. Shoot! I'm not going to even bother dropping in a single match until some of the damage from the patch AND hotfix is reversed. No point in wasting my time or any further money on this game in the meantime.

#240 Rumrunner2

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Posted 09 November 2012 - 12:37 AM

LRMs are fine now and do enough damage. But they need now a bit more tactics to play than climbing next hill and hope for hardlocked targets.

Artemis is fine too, useless without direct line of sight, like intended, but with direct line of sight an advantage.





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