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Lrm's Arnt Powerful Enough


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Poll: LRM's too "Nerfed"? (137 member(s) have cast votes)

Did they nerf LRM's too much?

  1. Yes (68 votes [49.64%])

    Percentage of vote: 49.64%

  2. No (24 votes [17.52%])

    Percentage of vote: 17.52%

  3. LRM's are "balanced" right now. (45 votes [32.85%])

    Percentage of vote: 32.85%

What damage would be appropriate?

  1. 2.0 (33 votes [26.19%])

    Percentage of vote: 26.19%

  2. 1.7 (37 votes [29.37%])

    Percentage of vote: 29.37%

  3. 1.5 (23 votes [18.25%])

    Percentage of vote: 18.25%

  4. Other (33 votes [26.19%])

    Percentage of vote: 26.19%

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#21 Sayyid

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Posted 15 November 2012 - 05:56 AM

If LRMS go back up more damage, then SRMs need to go up to 3.0 per missile.

#22 Freeride Forever

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Posted 15 November 2012 - 06:03 AM

View PostDagnome, on 15 November 2012 - 03:28 AM, said:

We all know the last patch "broke" LRM's. The grouping was to tight and the LRM's rained death down on your cockpit and center torso giving the "illusion" that LRM's did too much damage. After they "adjusted" both the spread of Artemis, the flight path of LRM's AND reduced the damage in this Brawlers opinion, made LRM's once again useless. I have no fear tanking one or two LRM "Boats" in a match because the damage is not a problem.
Don't get me wrong, I LOVE the fact that we have more brawlers on the field, which is what they wanted out of this game, but I still think there is a balance issue after reviewing the new status of LRM's. I truly think the damage reduction was a bit too much. Again I don't play LRM boats. I did when Artemis broke them to see what everyone was griping about other than that I play brawlers so this isn't a LRM boat'er whining that all my mechs are not effective.

Thoughts, Comments, concerns?


PGI, ignore this $h|t please!

#23 Vilheim

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Posted 15 November 2012 - 06:07 AM

Hey, after LRM's were fixed I finally saved up enough for that fancy, beautiful CAT A1. Took it out on essentially the stock variant for the first time. Topped the charts in the first 3 rounds I ever played in a dedicated LRM boat. I think they are pretty much balanced. Just don't take pot-shots from 1000m.

#24 Ghogiel

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Posted 15 November 2012 - 06:11 AM

View PostJohn Clavell, on 15 November 2012 - 05:19 AM, said:

You could try 1.75 - 1.8 per missile

I wouldn't freak out if they tried those numbers.

Right now I wouldn't take LRMs, well I wouldn't take them at 2.0 damage either except after Artemis patch where I played them for 2hrs for maximum lulz and then got bored..

Edited by Ghogiel, 15 November 2012 - 06:11 AM.


#25 All iN

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Posted 15 November 2012 - 06:19 AM

Long range SELF GUIDING weapons should be kept in check - or what we had before happens.

I really see no ther reason other than craving for easy kills, that could make you think they are "overnerfed".

LRM's are weapons designed to harras, not as a main kill method.

#26 Pale Jackal

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Posted 15 November 2012 - 06:29 AM

I think LRMs should do spread out damage, but TAG / Artemis and NARC tighten the grouping.

LRMs need to be buffed because ECM will soon be implemented.

LRMs should encourage the user of cover, though TAG / NARC should possibly be allowed to bypass cover (provide a 90 degree angle) to encourage dedicated spotter 'mechs. However, ECM should have a wide radius (500 meters?) and should cancel out TAG and NARC.

Or something.

#27 Lupus Aurelius

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Posted 15 November 2012 - 07:25 AM

-Decrease the flight arc: Agreed, was over powered
-Decrease grouping: Questionable
-Decrease damage: WTF!!!

Damage prior to the Nov 5th patch was acceptable, and with a good AMS umbrella, manageable. More importantly, since collision has been removed, LRM was the only way the larger and slower mechs had of keeping those pesky Jenners and Commandos away. With a good spotter and TAG, you at least had a chance to kill them before they got close enough to start hugging your nuts.

With the inclusion of Artemis, missile grouping was improved. But by reducing the missile grouping, it now requires an Artemis, it no longer is an improvement/option, if you don't have an Artemis and you are using LRMs, you are just wasting time, tonnage, and money.

Bring missile damage back to 2.0, return the groupings back to pre-hotfix. The only thing that should have been done was to reduce the missile arc to what it was prior to the Nov 5th patch.

#28 Ghosth

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Posted 15 November 2012 - 09:06 AM

I was in a Cat A this morning with a pair of LRM 10's and I had no problem getting damage, assists, even kills.

Targets out in the open melted fast, targets who take cover appropriately survive, this is as it should be.

I'd say in general the community probably thinks LRM's are "light" now, as you see a lot fewer of them on the battlefield.
Personally I think it is probably fairly well balanced here.

Biggest issue to me is LRM flight path not damage. Pre-hotfix I saw LRM's going past a building then doing a downward 180 turn to hit mechs in the back that should have been in cover. So yes flight path needed lots of work. I'm not sure grouping or damage needed to be changed.

There is no point in having Artemis on your system, and paying increased ammo cost if it is not going to provide a real advantage.

Edited by Ghosth, 15 November 2012 - 09:10 AM.


#29 Timelordwho

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Posted 15 November 2012 - 09:09 AM

Keep the spread as it is now (It's in a good spot) and bump the dmg back to 2.0.

#30 Wrayeth

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Posted 15 November 2012 - 09:09 AM

TBH, I think LRMs are pretty much balanced right now. The big thing, though, is that a lot of the LRM boats don't use Artemis, and they really should if LRMs are going to be their primary weapon.

#31 Corpse Grinder

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Posted 15 November 2012 - 09:14 AM

Seriously people, ****, the LRMs are fine as they are now. They got a buff, then they got a nerf. You people will never be happy. QQ more, I love the tears.

#32 Glory in the Highest

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Posted 15 November 2012 - 09:16 AM

LRMs are just fine right now.

I am tired of hearing Joe Average players complaining about having their I Win Button taken away.

#33 Joseph Mallan

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Posted 15 November 2012 - 09:23 AM

I'll disagree Glory. They are Almost fine right now. But either they need tighter groups or a nudge more damage.

#34 Salient

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Posted 15 November 2012 - 09:31 AM

Nerf them more, EZ mode weapons for the loss. k thx.

#35 VXJaeger

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Posted 15 November 2012 - 09:37 AM

I'd vote for 1,85.

Edited by VXJaeger, 15 November 2012 - 09:38 AM.


#36 Wispsy

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Posted 15 November 2012 - 09:48 AM

Use Artemis and tag (the two things designed solely to increase lrm effectiveness, and you will find them still very effective... To balance it assuming people should not use them would make them overpowered when they are used....

Lrming is now slightly more tactical and involves some thought instead of standing at base and instantly dominating the field for 1000m.

If you were to stand in the open even with ams and ignore my dedicated lrm support you would regret it very very quickly. If you were to stand in the open and get rained on by a trial mech, well ye sure there is a good chance they will not be terribly effective due to no accuracy increase and limited ammo and lack of player skill.

The cost is a little prohibitive but lrms are not weak. Lrms are in a good spot right now taking out cost considerations. In the hands of a skilled player they will wreak havoc and will have a significant influence on the battlefield. The fact that it now requires a little thought and not every game is dominated by the lrmboat/s is not a bad thing in my opinion, they are now in like with performance from other weapons.

Also lrms aside standing in the open is a risk anyway, most games have at least 1 sniper mech, cover has not become ineffective, people are just able to stand in it for more then 5 seconds in a pug game without an instant "DO NOT GET WITHINT LOS OF MY TEAM NOOB!"

As a ddc I average 600-1000 damage a match usually without spending all my ammo unless I have been particularly wasteful during with them, the majority is on the centre/side torsos and I get a few kills but not the regular 5+ I used to have for not moving a single time during the whole fight whilst being completely unsupported by my team.

#37 Catalinasgrace

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Posted 15 November 2012 - 09:57 AM

View PostGlory, on 15 November 2012 - 09:16 AM, said:

LRMs are just fine right now.

I am tired of hearing Joe Average players complaining about having their I Win Button taken away.


As of right now they are not fine, they are not balanced... Something is wrong with them for sure, as people do not fear them at all and do not take cover... Now before you say that I'm crying or a LRM fanboy I did not own a A1 or C4 until after the quick patch nerf that put them in the state they are now. However I know that in any other mech I have I do not worry about them unless I am on the verge of getting killed. Only at that point I will take cover... I also see the same thing from most others that are being fired on by them. I'm not saying make them 2-4 shot killers by any means, however they need to do something with them because right now they are worthless for the cost. Not to mention that once you fire on someone they see you, come right to you from 1000+ meters, kill you, and you did not hurt them firing on them multiple time in clear plain sight...

If anyone says they get 400-1000 dmg in a round with LRMs ONLY I want to see a video from start up to finish

#38 Abby Normal

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Posted 15 November 2012 - 09:59 AM

My main complaint about LRM's is the current radar/spotting system. Radar needs to be 360 degrees line-of-sight so that I can provide indirect LRM fire support to the brawlers on my team. I keep losing missile locks because a scout has to be physically pointed at the target mech the entire duration of my lock/launch/missile flight.

Missiles can be weak/splash damagey, but let me actually hit things without having to stand out in the open getting ripped apart by Gauss rounds.

#39 Aidan Malchor

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Posted 15 November 2012 - 10:03 AM

They are still quite powerful for someone who knows how to use them. It just isn't easy mode now. You have to pay attention to your and your enemies terrain, elevation, and movement. I see alot of people firing without regards to the ranges either. Couple guys I play with regularly do quite well with damage using mainly LRM's.

The only time LRM's may need a buff is when ECM comes out but we'll have to see then. Right now it's a matter of people actually learning how to use them before crying they suck.

#40 Havyek

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Posted 15 November 2012 - 10:07 AM

The problems are now with the spread.

Damage reduction is fine, the trajectory had to be fixed, but now the spread is so large that even all my LRMs + Artemis are worthless. I've taken LRMs off of all my 'Mechs and replaced them with SSRMs. LRMs without Artemis are laughable.





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