

#261
Posted 09 November 2012 - 02:38 AM
Matches are still easily determined by who has the better LRM spammers
#262
Posted 09 November 2012 - 02:49 AM

Edited by Hidirian, 09 November 2012 - 04:28 AM.
#263
Posted 09 November 2012 - 03:17 AM
Yesterday night to me LRMs nerfed7artemised or not were useless anyway. I was running around in a group made by 2 atlas K (double AMS with 6 tons of ammo) and another couple of atlas with single ams. Strategic defense initiative lol
Edited by John MatriX82, 09 November 2012 - 03:18 AM.
#264
Posted 09 November 2012 - 03:22 AM
#265
Posted 09 November 2012 - 03:48 AM
#266
Posted 09 November 2012 - 03:49 AM
Edited by Hidirian, 09 November 2012 - 03:49 AM.
#267
Posted 09 November 2012 - 03:51 AM
SpritZzz, on 08 November 2012 - 03:38 PM, said:
i think the nerf bat hit a bit to hard!!! launching 1800 lrm and doing sub600 damage is just useless
i must admit the OP damage from before the hotfix was also a bit to the wrong side but some kind of middelground is needed here i think, also as a side note then lrm boat will get even more useless when defensive systems like ECM gets into the game
just my two bits on thís subject
I can tell you why you did no damage.
You were out of range for the LRMs.
The 1000m only count for indirect fire. Direct fire, if no one else has line of sight, is still 630m. So with 650m he was to far away for you.
I never saw that this was changed in the patch notes. If no one else can support you with a LOS, you dont have the 1000m anymore. And this explain why you did this less damage. With 2 LRM20A i kill easy an atlas. So this is not the problem.
Gabrielpendragon, on 08 November 2012 - 04:26 PM, said:
Not as it is on the TT at least.
In the TT the artemis is only for direct LOS. Not for indirect fire.
#268
Posted 09 November 2012 - 03:56 AM
#269
Posted 09 November 2012 - 04:02 AM
Being a fan of the LRMs I've been through the full gamut of emotions with how they work in this game.
The big patch the otehr day made the game pointless for anyone not in a LRM boat.
The game before the patch to me worked fine.
The game since the hotfix is not right.
The trajectory is much better since the hotfix, I like the spread of the missile better, so I say good job there PGI!

The damage a full salvo does has been reduced too much in my opinion. A LRM20 with Artimis hitting a tagged mech, or Narc'd, should decimate that mech. There should be armour dripping off all over the place as the missile rip through the target.
Right now that is not the way it is happening. I give you the example of last night when firing 3 LRM15s with Artimis repeatedly at a commando in the water on the forest colony map - he was in the open and not moving that fast (I think he had a slower engine in order to fit the large lasers he was firing!) Anyway, after 3 full salvos (that's 45 missiles times 3) (135 missiles for those that can't count) the little commando was still standing and is armour was only yellow.
The tweak to damage has gone a bit too far I feel.
Not much, but tweak it back up a notch or 2 and LRMs will be perfect (imho)
#270
Posted 09 November 2012 - 04:07 AM
As I wrote: I think more damage per ton and less rate of fire would sort things out. No spam and no game determining effect but still a way to start the fight before you get in range for other weapons.
LRMs should be an addition to a mech.
Make boating inefficent and boost mixed variants. Even a CAT-A1 can have close range weapons.
#272
Posted 09 November 2012 - 04:28 AM
#273
Posted 09 November 2012 - 04:35 AM
Means less than a third of your missiles hit the Atlas?
400m?
Interesting two additional questions
Size of your missile rack
why you don't have TAG?
#274
Posted 09 November 2012 - 04:42 AM
Justy Ueki Tylor, on 09 November 2012 - 04:28 AM, said:
That sounds odd.
But things like this is what concerns me. You shouldn't need to spam thousands of missiles around to have any effect. You should fire a volley or two to get an advantage and then go close combat. But I guess you can't have it that way without deciding to do so yourself.
I would rather like to see LRMs as an opener to a fight.
#275
Posted 09 November 2012 - 04:43 AM
They do work as they should now. A scout does make sense for non-Artemis missile boats and Artemis boats are not OP since they need line of sight to work as intended.
Still, people cry havoc because their easy mode is broken. I run around in circles with Raven or Cicada and don't like the missing knock down system. So why would I want to have something that makes my life harder? Because it's a game that is supposed to be fun for everyone and not those with the right choice of the most powerful weapon (which has been LRMs). I could fire LRMs too to be competitive but that's not helping anyone. Now with the hotfix scouts are needed for non Artemis folks, brawler are the main force to kill off softened targets by the LRM section and the long range ballistic guys take care of those big boys and LRM boats from afar.
Who said one or the other "role" is THE killer class? It's a friggin' team game where everyone contributes to the success. Not just LRMs.
#276
Posted 09 November 2012 - 04:44 AM
but cost of them makes them pointless, going an LRM boat with Artemis means you take a big hit Cbill wise
if you repair and rearm.
#277
Posted 09 November 2012 - 04:45 AM
#278
Posted 09 November 2012 - 04:46 AM
why i have no tag ..... because the cat is then only tag and lrm but anyway not even 200 of em did dmg if ya ask me since only 2 pars got orange and the artimis mad my missiles hit these area with nearly all i spammes .. only 2 or 3 per volley hit the ground most of em was hitting the left and center torso which where orange armor in the end but thats damed low while the d-dc killed 3 mechs and belive me with that teammate i bet he did at least 90% of the dmg ... so why he did dmg while i didnt got mine counted .... at the end of the match i had an total dmg done of 320 ( and i attacked him when i was emty with my small pulse lasers ...... which did in 6-8 attacks way more dmg then the missiles did in total ( stripped him the left shoulder the right shoulder and 1 arm before i got down
#279
Posted 09 November 2012 - 04:47 AM
+ Easy to use, noob mode to fire (but need a bit more to hit and do damage).
+ Support on long range for your team without you having to run over to them (as Laser and Ballistic have to do).
+ Can be improved with Tag and Artemis (what other weapons can be improved with tech so far?).
+ Can even hit fast moving mechs without any skill.
- Are not king of the damage anymore (as they never should have been).
- Require a good scout who is not switching around the targets like mad.
- Still no weapon for no brainer (they no simple fire and dont think weapons)
- They have a min. range of 180m.
I find them good right now. With trial mechs you have the problem that you cant improve them. You are bound to the less ammo and cant add artemis. But as soon as you are your own mech, you can make a support LRM mech.
And this is perfectly the way i always thought they should be.
#280
Posted 09 November 2012 - 04:49 AM
PL Harpoon, on 09 November 2012 - 04:45 AM, said:
as i told my missiles where hitting him ... i had free line of fire .... so no indirect attack ...... since im in an missile boat ..... i have no much option to get close combat ..... since i only have some small pulse lasers on my cat as emergency weapon
and what else you think i should do then spot my targets myself and then spam missiles and i saw em hitting him its not that he moved to take cover or so he was standing around spamming his own missiles
Edited by Justy Ueki Tylor, 09 November 2012 - 04:52 AM.
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