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Lrm Nerf - What Has Been Changed Besides Damage Reduction/arc Bug Fix?


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#1 Calmon

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Posted 13 November 2012 - 09:05 AM

Before hotfix LRMs were OP because of several reasons.

After hotfix with normal arc we should just have more or less the same state than before the nov6th patch with one exception:

- LRM Damage was lowered from 2.0 to 1.7.

I'm totally fine with this change! LRM were a bit to strong before patch.

But something else seems changed!

I used my Atlas yesterday with and shoot around 800 rockets on a catapult with my 3xArtemis LRM 15 for dozens of seconds. It was TAGed nearly the whole time, the rockets more or less hit, the catapult was never in cover it just circle in open land (TAGer was in teamspeak and report to me). We both brought the catapult down to only 40% before my LRMs were empty and he fled.

Something besides the damage reduction has changed significantly but what?

#2 Jason1138

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Posted 13 November 2012 - 09:10 AM

fewer LRMs hit the target now than before. it you watch, when you launch them several will explode right after launch even if you're no where near anyone else or any cover for them to impact on

also the spread for when they hit seems wider, so more miss that way, and more impact on the legs than before

the #1 nerf to them though was the "Missile Incoming" warning that people see when you launch on them. unless they're ******** or heavily engaged you won't get more than 1 shot at them anymore from moderate range, and you'll never hit them from long range

#3 Calmon

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Posted 13 November 2012 - 09:57 AM

Dear devs:

Its fine to let us test some stuff. Its also fine to overnerf sometimes.

All we want is information about it. If you change something hidden nobody from us can help you balancing the stuff. So please keep the changes concentrated to something. Otherwise you end up with mess nobody can tweek anymore in a good way.

Thanks.

#4 Bitey001

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Posted 13 November 2012 - 07:12 PM

For 48 hours LRMs were a level of OP not yet seen in this game. Much screaming and crying commenced on the forums and the hammer swung down hard on LRMs.

I regret "investing" in founders early in this game. I like mechwarrior and wanted to support the game though. I really hate when devs just swing the nerf/buff bat around wildly for game balancing, instead of just fixing the glaring game design problems. The real LRM fix that was needed was to simply change the AoA from 90 degrees to 45 or so. They didn't need the damage reduction, giant spread increase, and lower hit percentage. Now I won't say LRMs are totally ineffective at this point, but LRMs definitely ARE totally inconsequential now.

On the bright side: Everyone can brawl way out in the open to their absolute heart's content, and most builds free up that extra 1.5 tons from AMS.

Edited by Bitey001, 13 November 2012 - 07:13 PM.


#5 Jason1138

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Posted 13 November 2012 - 08:00 PM

yeah exactly. no one runs AMS anymore, no one even tries to get to cover when being hit with LRM's anymore. no reason to. unless the guy has 3 LRM15's or 2 LRM20's you're not even going to notice the damage that he's doing and even in those cases its not enough damage to force people to stop killing whatever they're killing

they're totally impotent now and i'm unfitting them from everything. on the plus side i got 3 kills with an SRM cat yesterday so at least that works as an alternative

#6 Felicitatem Parco

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Posted 13 November 2012 - 08:03 PM

I have seen volleys of locked LRM-15 miss an Atlas because it was walking too quickly. Backwards. The missiles just slammed into the ground, completely failing to adjust for the Atlas's lumbering waltz even though my teammate had a constant lock.

#7 4er3BaPa

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Posted 13 November 2012 - 09:45 PM

I'm not see any differencies in play with and without Arthemis system.
Averall damage in a lot of matches approx equal, except rearm cost.
Arthemis targeting functions is off? Bug not fixed yet?

#8 Adrian Steel

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Posted 13 November 2012 - 09:58 PM

View PostBitey001, on 13 November 2012 - 07:12 PM, said:

They didn't need the damage reduction, giant spread increase, and lower hit percentage. Now I won't say LRMs are totally ineffective at this point, but LRMs definitely ARE totally inconsequential now.


I tend to agree. I found it odd that PGI decided to restrict LRMs further from the strengths they were at the Pre-Artemis patch era. Pre-Artemis LRMs were very powerful, and were a deterrent from running into open ground. They allowed a team with several LRM boats to control vast swathes of space, which I think was legitimate. The current iteration is still a deterrent, but much less so. I'm largely a brawler/striker pilot, yet I still think pre-Artemis LRMs were the way to go.

What were they smoking when they slipped the 90 degree / 2.0 damage / extreme tracking LRM package in the Artemis patch? Was this a mistake of using the wrong code base? Did they intend to bring the current LRM attribute package in with the Artemis patch, or were the hot-fix changes a knee jerk reaction from the 48 hour LRM mechpocalypse debacle? I don't think a 3rd LRM iteration was necessary. The pre-Artemis iteration would have been fine for testing purposes to compare vanilla LRM vs artemis builds...

#9 Keifomofutu

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Posted 13 November 2012 - 10:00 PM

I swear LRMs do less damage than 1.7 now. I can sit out there taking hits from an LRM boat for almost no appreciable damage.

#10 Saint Rigid

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Posted 13 November 2012 - 10:20 PM

When you learn how to drive they teach you how to find the center of the steering wheel. You turn the wheel all the way too the right until it stops, then you count while you turn it all the way to the left. Divide by two, turn the wheel that much and BAM! you've got the precise center of the steering wheel.

I imagine this is similar to how game balance works :P

Before the Nov 6 patch I never used AMS because I felt like it wasn't worth it, the missiles just killed me anyway. After the Nov 8 patch I don't use AMS because I feel like I don't have to. Somewhere in the middle is the sweet spot where I can make it in a match by going without, but if I choose to use it will actually be a helpful defensive measure.

#11 Rifter

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Posted 13 November 2012 - 10:48 PM

There is ZERO chance LRM's are really doing 1.7 damage.

I just played a game in a founders cat with 2 LRM20's Artemis and TAG. I landed at least 1400 of my 1600 missles(ok maybe not landed but fired at targets that were sustained locked and not near cover with no missles hitting mountains or hills or anything like that), didnt fire at any lights focused on heavy and assault mechs specifically to maxamize damage and at least half the targets were in the 300-450 metere range so using the Artemis system and TAG'ed as well.

I did 367 damage 0 kills and 1 assist, and paid $125,000 to rearm after the match, $176,000 total repair as mech was destroyed, we lost game as well.

LRM's are now a joke, not even useless but a total joke, i dont even bother hunting LRM boats in my lights anymore i treat LRM mechs like i would a mech with a flamer or machine gun, as in leave for last unless he is capping you.

If they want anyone to use these craptastic LRM's they need to reduce ammo cost by 80-90%.

Edited by Rifter, 13 November 2012 - 10:49 PM.






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