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Lrms And How I No Longer Put Them On My Catapult


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#281 Tigerhawk71

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Posted 11 November 2012 - 12:11 AM

LRMs are support weapons. A Catapult is a support character, like any other support you're there to support, not to be tommy testosterone ******* racking up the massive killz with your phat azz skillzz etc.

The fact that people need to have a brain to use LRMs again after spending a few days just leaning on the keyboard shorting it out with saliva is making people think LRMs are "useless"

The funny part is, most of you are the same people saying that LRMs either didn't need to be nerfed or would be overnerfed.

But at least now matches in mechwarrior are going to be something OTHER than LRMs.

The whole point of LRMs is to soften up targets, not to murder them.

Learn the role you're playing. They are still the highest DPS weapon in the game in terms of potential, and with TAG, NARC and Artemis if you're using them right you will still be deadly.

You just need to actually learn how to use them properly now.

And isn't that a shame?

#282 Dren Nas

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Posted 11 November 2012 - 12:24 AM

View PostValaska, on 10 November 2012 - 11:55 PM, said:



The LRM problem was the most vastly hated issue plaguing MWO, new players were dropping left and right and may be completely lost to PGI, why you may ask? Because when you are learning, say snowboarding, you don't take the black run. So LRM's were not a great introduction, mechs standing behind hills, killing them within 10 seconds (Less usually), left a bad taste in their mouths.

LRM's being indirect fire (without artemis) in this game makes them an extremely risk free weapon. Don't even try bullshitting and saying "GET CLOSE TO THEM DUH!! LOL YOU SUCK" because no, no I do not. I hold a 2.10 KD (last I checked anways) and virtually the only deaths I have ever had, were due to LRM's. In a jenner, I would be plastered by LRM's if a spotter so much as glanced in my direction, running at 121 KPH and trying to weave through cover.
As a Dragon, well LRM's would fly overtop of a building and 90 degree straight the hell down into my cockpit haha. It was frustrating. Basically, LRM's became the end game, to a game meant to have no end game. This is why your LRM's are not delegated to the role they have ALWAYS meant to be, a support role/fire saturation weapon. Two Catapults with LRM's can still take something down, but 1 Catapult with a spotter that has NARC and/or TAG equiped will be able to fight an atlas a long with the damage the spotter is delivering.

Perhaps LRM damage will be upped when ECM comes about, but to be honest, I couldn't give two *****. Its a back up or support weapon, and its been put in its place yet again.


Again, your argument stems from the 48 hour window when LRMs were actually broken and not working as intended then hotfixed. Stop beating that dead horse.

View PostNovaFury, on 11 November 2012 - 12:06 AM, said:


Yeesh, you go sarcastic for a little bit and you get this level of vitriol. Okay, you feel strongly about LRMs, but frankly, 2 damage is 2 damage. The numbers don't lie, all the bugged flight-path did was make it so everyone and their dog could use LRMs as if they were direct-firing at around 360 meters, which is where they're strongest.

They do a ton of damage still, and you're just wrong if you think they don't.

The mere fact I could carry that much damage in ammunition (It was still 2 per missile on that day!) is absurd.



Theoretical damage is not the same as real damage. This has been covered previously.

View PostTigerhawk71, on 11 November 2012 - 12:11 AM, said:

LRMs are support weapons. A Catapult is a support character, like any other support you're there to support, not to be tommy testosterone ******* racking up the massive killz with your phat azz skillzz etc.

The fact that people need to have a brain to use LRMs again after spending a few days just leaning on the keyboard shorting it out with saliva is making people think LRMs are "useless"

The funny part is, most of you are the same people saying that LRMs either didn't need to be nerfed or would be overnerfed.

But at least now matches in mechwarrior are going to be something OTHER than LRMs.

The whole point of LRMs is to soften up targets, not to murder them.

Learn the role you're playing. They are still the highest DPS weapon in the game in terms of potential, and with TAG, NARC and Artemis if you're using them right you will still be deadly.

You just need to actually learn how to use them properly now.

And isn't that a shame?


Even a support played smartly should be able to kill an assault played by a dumb player.... but they can't because LRMs don't deal enough damage currently...

#283 Galvanized

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Posted 11 November 2012 - 12:26 AM

SO many people are putting words in this guys mouth.
He never said he wanted to be an OP death lord.
He's saying that even in ideal LRM conditions, he can empty his cache of missiles and get no kills for it.
That IS a problem.

Every weapon should be able to claim kills if focused on an enemy long enough.
TBH my LRM boat only packed 2x LRM10's because before that was easily sufficient to kill with, definately OP
But now I barely bruise even medium mechs out in the open.

Enemy armies just seem to walk right up to me as if they've been through a lil bit of bad weather.

I don't want OP missiles, but I would suggest these missiles are currently a bit of a joke.
And we can't always have our friends with us using tags or adding extra missiles, so sometimes we need to handle things a bit more solo, and these missiles can't really do that.

#284 Dren Nas

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Posted 11 November 2012 - 12:51 AM

View PostGalvanized, on 11 November 2012 - 12:26 AM, said:

SO many people are putting words in this guys mouth.
He never said he wanted to be an OP death lord.
He's saying that even in ideal LRM conditions, he can empty his cache of missiles and get no kills for it.
That IS a problem.

Every weapon should be able to claim kills if focused on an enemy long enough.
TBH my LRM boat only packed 2x LRM10's because before that was easily sufficient to kill with, definately OP
But now I barely bruise even medium mechs out in the open.

Enemy armies just seem to walk right up to me as if they've been through a lil bit of bad weather.

I don't want OP missiles, but I would suggest these missiles are currently a bit of a joke.
And we can't always have our friends with us using tags or adding extra missiles, so sometimes we need to handle things a bit more solo, and these missiles can't really do that.

Exactly, I just would like to see them brought in line with their drawbacks.

#285 JP Josh

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Posted 11 November 2012 - 01:04 AM

i fell your pain.

before my dual lrm 20's made a atlas 900 meters out stay under cover and play defensivly.

now he just walks ahead till he and alpha me with two larg lazers and a gause.

even with tag, nark and artemis on him he just shugs off my missles.

sigh

#286 JP Josh

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Posted 11 November 2012 - 01:08 AM

View PostValaska, on 10 November 2012 - 11:55 PM, said:



The LRM problem was the most vastly hated issue plaguing MWO, new players were dropping left and right and may be completely lost to PGI, why you may ask? Because when you are learning, say snowboarding, you don't take the black run. So LRM's were not a great introduction, mechs standing behind hills, killing them within 10 seconds (Less usually), left a bad taste in their mouths.

LRM's being indirect fire (without artemis) in this game makes them an extremely risk free weapon. Don't even try bullshitting and saying "GET CLOSE TO THEM DUH!! LOL YOU SUCK" because no, no I do not. I hold a 2.10 KD (last I checked anways) and virtually the only deaths I have ever had, were due to LRM's. In a jenner, I would be plastered by LRM's if a spotter so much as glanced in my direction, running at 121 KPH and trying to weave through cover.
As a Dragon, well LRM's would fly overtop of a building and 90 degree straight the hell down into my cockpit haha. It was frustrating. Basically, LRM's became the end game, to a game meant to have no end game. This is why your LRM's are not delegated to the role they have ALWAYS meant to be, a support role/fire saturation weapon. Two Catapults with LRM's can still take something down, but 1 Catapult with a spotter that has NARC and/or TAG equiped will be able to fight an atlas a long with the damage the spotter is delivering.

Perhaps LRM damage will be upped when ECM comes about, but to be honest, I couldn't give two *****. Its a back up or support weapon, and its been put in its place yet again.

brag about your win/loss ratio not kd

#287 Dorque

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Posted 11 November 2012 - 01:09 AM

View PostGalvanized, on 11 November 2012 - 12:26 AM, said:

He's saying that even in ideal LRM conditions, he can empty his cache of missiles and get no kills for it.
That IS a problem.


No. No it is not. It is so very, very not.

They are a support weapon and if you want to play a support role it's time to get used to not racking up kills. Because in the end, in this game kills don't matter

Let me be very clear on this. Your goal is to win the match with 7 other people (possibly 11 other people later on). Everyone I see complaining about LRMs is complaining that they can't make kills. Well you know what? Screw you. If you want to get killing blows pilot a brawler. If you want to contribute to your team instead of your own stats then start learning right damned now that your kill rate does not matter, your win rate matters.

I swear that I will fight tooth and nail to prevent this turning into another X-BOX Live shooter where everyone is only out for their own kill rate, because that would make this just another worthless, cookie-cutter game. If your only concern is big damage and lots of kills, get out of my MWO.

#288 Sir Wulfrick

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Posted 11 November 2012 - 01:37 AM

To my eternal shame during that 48-hour period I occasionally played with a missile boat design for my ATL7. It was nightmarishly effective to the point where I could easily get 4-5 kills per match with little or no effort.

That 48 hours was for me the most boring in my entire involvement with MWO (early days of closed beta).

LRMs are now about right I think. Dangerous? Yes indeed. Any mech, particularly a slow one, caught in the open will suffer significant damage. What LRMs no longer are is a drastically OP kill weapon. They soften up targets very nicely.

If players are launching entire ammunition loads of LRMs without seeing significant effects then there's something critically wrong... But not with the LRM itself.

#289 jackal 364

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Posted 11 November 2012 - 01:39 AM

View PostJP Josh, on 11 November 2012 - 01:04 AM, said:

i fell your pain.

before my dual lrm 20's made a atlas 900 meters out stay under cover and play defensivly.

now he just walks ahead till he and alpha me with two larg lazers and a gause.

even with tag, nark and artemis on him he just shugs off my missles.

sigh


this is me in a nut shell. used to run ams and lrms on my atlas now i just laser boat with a ****** motor to close the gap. we rang a group of 4 last night with 3 atlas and a gauss cat. no one had ams no one had missiles of any kind. we basically rolled every team 8-0 8-1. lrms are now wasted tonnage. Pre hot fix patch we were dropping in groups of 4 with nothing but lrms and if you space your self out the targets were always in range and were dropping like flies.

don't get me wrong, lrms WERE op but i don't understand how things got so ******. they were pretty perfect pre artemis patch. artemis should add a bit to what they WERE (not make them the only weapon to have). which makes them op TEMPORARILY until the counter measure are in the game.

everyone will inevitably gravitate towards the op builds. lrms are not to be feared anymore.

by adapting my stats have stayed pretty consistent since closed beta. right now i'm a 5.75k/d and just over 4 win/lose

Edited by jackal 364, 11 November 2012 - 01:41 AM.


#290 Elizander

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Posted 11 November 2012 - 01:42 AM

I use LRMs fine for long-range engagements. When they get close? Well that's what the 4 medium lasers are for.

#291 jackal 364

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Posted 11 November 2012 - 01:45 AM

View PostElizander, on 11 November 2012 - 01:42 AM, said:

I use LRMs fine for long-range engagements. When they get close? Well that's what the 4 medium lasers are for.

i lol at your 4 med lasers with my gauss and 4 lrg lasers

#292 Dorque

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Posted 11 November 2012 - 01:54 AM

View Postjackal 364, on 11 November 2012 - 01:45 AM, said:

i lol at your 4 med lasers with my gauss and 4 lrg lasers


I lol at your shut down Atlas getting cored by a Jenner =P

#293 Covet

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Posted 11 November 2012 - 03:14 AM

As soon as I removed LRM's and put on streak2, I tripled my point count every match. I can unload 700 LRM and get 200 points of damage with minimal misses in a match. LRM's are a joke now. It's better to get in close and brawl. Much more effective. 500 points of damage a match is much better then 200.

Whoever says LRM's are dangerous to people in the open. I don't know what game you are playing. But it isn't this.

I'm not an advocate of LRM's. I'm just stating the obvious atm. They are useless. Don't bother with them. You are hurting your team if you are sporting them.

#294 panzereich

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Posted 11 November 2012 - 03:25 AM

Pass me the scalpel, I'll make an incision
I'll cut off the part of your brain that does the *******'
Put it in formaldehyde and put it on the shelf
And you can show it to your friends and say, "That's my old self"

#295 Revorn

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Posted 11 November 2012 - 03:26 AM

View PostCovet, on 11 November 2012 - 03:14 AM, said:

As soon as I removed LRM's and put on streak2, I tripled my point count every match. I can unload 700 LRM and get 200 points of damage with minimal misses in a match. LRM's are a joke now. It's better to get in close and brawl. Much more effective. 500 points of damage a match is much better then 200.

Whoever says LRM's are dangerous to people in the open. I don't know what game you are playing. But it isn't this.

I'm not an advocate of LRM's. I'm just stating the obvious atm. They are useless. Don't bother with them. You are hurting your team if you are sporting them.



I agree, I changed to 3 SRM6 Atremis, instead of 2 LRM15 in my Cent, much better now. LRM´s are out of game atm.

#296 Kaijin

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Posted 11 November 2012 - 03:31 AM

View PostNovaFury, on 10 November 2012 - 10:19 PM, said:


Posted Image

Yep, this was a PUG game. I can sort of understand why people so desperately want to cling to missiles this powerful, though.


Let me guess. You'd converted a front-line assault mech into a missile barge.

Here's a not very novel idea. Let's restricts hardpoints by size according to what a given variant mounts in hardpoint locations. Gone will be Gaussapults and 50-missile Fatlas boats. Two problems solved at once.

#297 jackal 364

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Posted 11 November 2012 - 03:44 AM

View PostDorque, on 11 November 2012 - 01:54 AM, said:

I lol at your shut down Atlas getting cored by a Jenner =P

me and my 19 dhs's lol at you running around me hoping i'll overheat while i leg your ***.

#298 Kaijin

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Posted 11 November 2012 - 03:52 AM

View PostDorque, on 11 November 2012 - 01:09 AM, said:

They are a support weapon


http://everything2.c...eated+assertion

#299 Faldrin

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Posted 11 November 2012 - 03:54 AM

LRM right now don't do enough due to not the damage but the spread. My cat C1 founders use's 3 LL with 33 heat sinks and a 175 engine. for a whooping speed of 43.6. Use to have a AMS on but got rid of it as its not needed.
Ok run down of what I did was on River city started firing at a C1 LRM15x2 founder cat+trial cat at the same time they started firing missiles, by the time I got to him (founders) I had cored him and my armour was only orange on 2 parts. Oh and I was in the big open water area. While he would now and then duck in to cover. The problem is most of the missile were missing a slow moving target and that just ain't right.

#300 Shi no Kami

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Posted 11 November 2012 - 03:54 AM

View PostDorque, on 11 November 2012 - 01:09 AM, said:

They are a support weapon and if you want to play a support role it's time to get used to not racking up kills. Because in the end, in this game kills don't matter

Let me be very clear on this. Your goal is to win the match with 7 other people (possibly 11 other people later on). Everyone I see complaining about LRMs is complaining that they can't make kills. Well you know what? Screw you. If you want to get killing blows pilot a brawler. If you want to contribute to your team instead of your own stats then start learning right damned now that your kill rate does not matter, your win rate matters.

I swear that I will fight tooth and nail to prevent this turning into another X-BOX Live shooter where everyone is only out for their own kill rate, because that would make this just another worthless, cookie-cutter game. If your only concern is big damage and lots of kills, get out of my MWO.


I just had to quote this. This is exactly what I feel when playing the game... this is a team game! Your individual KD ratio means nothing - half the time kills are sniped from the person who has done the most damage [I've done it and had it done to me], but it doesn't matter. Winning via teamwork matters. Whether that team work means sacrificing yourself so the Jenner with 1 leg can finish the cap by intercepting the Atlas when you are out of Gauss ammo, or it means coordianted fire so perfect that you win with 8 kills to 0 kills... its the team work.

LRMs are in the right spot now.

(Which really means I'd rather see my WL ratio than my KD ratio. I'd also like to see my assists tallied. Those win matches.)





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