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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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#261 Bloody

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Posted 09 November 2012 - 02:38 AM

Still incredibly strong.
Matches are still easily determined by who has the better LRM spammers

#262 Hidirian

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Posted 09 November 2012 - 02:49 AM

Some of the time missiles(specifically srm's) are not doing any damage at all even from a direct hit under 100m. I have had this happen multiple times within 150m with my srm6's where they do NO damage at all to the mech I just hit even though I get the collision explosion and the glow on the mech I hit, as of the time of this post I was just in a match where this just happened again where no damage was registered on a cicada at 40m(I shot him in the back while he was running away from me in a straight line) and I know this cause well I check to see what I hit on the enemy mech after I fire cause to see where to aim next cause lets face it srms are not exactly accurate( ;) ) and no damage was registered.

Edited by Hidirian, 09 November 2012 - 04:28 AM.


#263 John MatriX82

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Posted 09 November 2012 - 03:17 AM

artemis still concentrate lrms. Maybe damage is now a little bit too nerfed, but on the contrary, stay exposed and you won't survive long artemis or non artemis. The great damage inflicted before was due the high probability to headshot due to the absurd trajectory, cover was ignored 95% of the times, and light mechs were extremely easy to hit even when travelling at very high speeds.

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 Tolar

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Posted 09 November 2012 - 03:22 AM

Seems they swing from OP to underpowered, hope next fix will bring them in middle ground.

#265 Daria

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Posted 09 November 2012 - 03:48 AM

Having just finished a match where the top killer with 5 was an Atlas with 3 LRM15s with artemis, they are still o/p.

#266 Hidirian

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Posted 09 November 2012 - 03:49 AM

Another match, at least 180 srm rounds fired at 30m and NO damage, none! done to a STANDING(not moving) target. This needs to be fixed as it's a huge problem.

Edited by Hidirian, 09 November 2012 - 03:49 AM.


#267 Tokra

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Posted 09 November 2012 - 03:51 AM

View PostSpritZzz, on 08 November 2012 - 03:38 PM, said:

well i just had a couple of matches with my lrm boat Atlas-D-DC sporting 3* lrm15 artimis and all. In the last match i had a atlas target out at abot 650 meter and i send 7+ salvoes at him with clear sight and no cover for him that is like 250 misiles i i saw good hits all over his mech but after all that shooting with misiles and not even bringing him down to orange armour i decided to close the distance and just shoot with my 2 med-lasers and i did more dammage with those before he got me with ac-2s and large lasers

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.

View PostGabrielpendragon, on 08 November 2012 - 04:26 PM, said:

Isn't C3 and C3 slaves required for non los locks? also i have heard that artemis isn't function fully as intended yet. shrug. just wait for long toms, possibly even artillery sights like the arty in WOT have...


Not as it is on the TT at least.

In the TT the artemis is only for direct LOS. Not for indirect fire.

#268 Obadiah333

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Posted 09 November 2012 - 03:56 AM

Same thing I said in the other forums about said topic: Someone broke my easy buton, WAAAAHHHH!

#269 Kalten Siduri

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Posted 09 November 2012 - 04:02 AM

My 2c here:
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 Disbelief

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Posted 09 November 2012 - 04:07 AM

So LRMs really have less range then stated when "only" LOS? I experienced high damage when in LOS and closer range but I was thinking this happens because the LRMs hit more and not because of some hidden damage drop off.

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.

#271 Nuesse

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Posted 09 November 2012 - 04:09 AM

View PostObadiah333, on 09 November 2012 - 03:56 AM, said:

Same thing I said in the other forums about said topic: Someone broke my easy buton, WAAAAHHHH!

This!

#272 Justy Ueki Tylor

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Posted 09 November 2012 - 04:28 AM

Seems like we have 2 different games we play here ( or some have at least an different outcome ) i hated the gameplay before the fix .... yeah that dmg was way to much but it seems somehow some players here get some wrong hitcount ..... as i have read some says all fine i can still do dmg and some say i dont even do dmg ... for me i can say i had the second outcome here .... facing an enemy atlas ... yeah ok its an atlas i know that but i had clear sight and was at 400-500 distance ..... and he ignored me totaly ... after the fight i had him spammed with my total missiles ( 1080 ) and most of em hit .. not all but most of em ... my outcome here was 2 armor orange rest yellow not even one armor part was gone ..... so something here is fishy ..... maybe its something about the delay since the atlas had under 30ms but even then he was staying at one point spamming out troops with his d-dc and scored 3 hits and 2 assists ... so why he could make so much dmg while my missiles didnt realy hamed him ( and sorry 1080 should be more than enough to get him down )

#273 Karl Streiger

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Posted 09 November 2012 - 04:35 AM

1080 missiles have actual a theoretical damage of 1836

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 Disbelief

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Posted 09 November 2012 - 04:42 AM

View PostJusty Ueki Tylor, on 09 November 2012 - 04:28 AM, said:

so why he could make so much dmg while my missiles didnt realy hamed him ( and sorry 1080 should be more than enough to get him down )

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 Creepi Jim

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Posted 09 November 2012 - 04:43 AM

And don't forget: Artemis does not do more damage and REQUIRES line of sight to work. If fired on a marked target you cannot see, they are normal LRMs.

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 Mechalomania

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Posted 09 November 2012 - 04:44 AM

they might be balanced compared to other weapons damage wise
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 PL Harpoon

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Posted 09 November 2012 - 04:45 AM

I don't know what you guys are talking about. I run a 2xLRM15 cat with 900 ammo and I have no problem with dmg. You just have to KNOW how to shoot LRMs again.

#278 Justy Ueki Tylor

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Posted 09 November 2012 - 04:46 AM

2 lrm 15+artimis
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 Tokra

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Posted 09 November 2012 - 04:47 AM

LRMs, as they are right now:
+ 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 Justy Ueki Tylor

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Posted 09 November 2012 - 04:49 AM

View PostPL Harpoon, on 09 November 2012 - 04:45 AM, said:

I don't know what you guys are talking about. I run a 2xLRM15 cat with 900 ammo and I have no problem with dmg. You just have to KNOW how to shoot LRMs again.



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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