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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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#1 Dagnome

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Posted 15 November 2012 - 03:28 AM

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?

Edited by Dagnome, 15 November 2012 - 03:48 AM.


#2 Virisken

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Posted 15 November 2012 - 03:30 AM

dont want to copy my comments from variuos threads to this toipic, but yes..they are underpowered now.

#3 Dagnome

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Posted 15 November 2012 - 03:31 AM

View PostVirisken, on 15 November 2012 - 03:30 AM, said:

dont want to copy my comments from variuos threads to this toipic, but yes..they are underpowered now.


Just felt like stirring up the old "LRM fire". ;)
But I do think they are under powered again, wanted to put my point of view out there, its a free country right?

Edited by Dagnome, 15 November 2012 - 03:33 AM.


#4 Vassago Rain

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Posted 15 November 2012 - 03:37 AM

I took them off all my mechs.

#5 Kernfeuer

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Posted 15 November 2012 - 04:34 AM

LolZ just more crying about Lrm....and no they dont ´Underpowered´ its just no longer an dominating weapon on the field .as it was before....

Now its an support weapon that is should been at the beginning...ur still able to kill some whit or make serious Dmg...but not longer the Deadly hand of Lrm-god....gaming after nerfing lrm is much more enjoyable then before...and i really hope thats not going to change

#6 Calmon

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Posted 15 November 2012 - 04:45 AM

The problem is NOT the damage reduction. 1.7 is fine. They changed something else (spread) which makes them unusable for most of us. Its like damage reduction from 2.0 to 0.5

#7 Joseph Mallan

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Posted 15 November 2012 - 04:49 AM

Calmon the problem is the damage reduction, missile spread and or flight path. IF the groups were a bit tighter the damage reduction would be fine if the damage were a touch higher (1.85) the spread wouldn't be bad. Improve any one of the three and Missiles will feel right again.

#8 Sarevos

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Posted 15 November 2012 - 04:52 AM

the damage nerf is not the source of the grief 15% less than the ridiculous numbers from before does not equal 500 lol look into buffing their spread

#9 Calmon

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Posted 15 November 2012 - 04:55 AM

View PostJoseph Mallan, on 15 November 2012 - 04:49 AM, said:

Calmon the problem is the damage reduction, missile spread and or flight path. IF the groups were a bit tighter the damage reduction would be fine if the damage were a touch higher (1.85) the spread wouldn't be bad. Improve any one of the three and Missiles will feel right again.


Yup exactly. Keep the 1.7 and revert the spread. Missiles were slightly OP before the patch so 2 -> 1.7 is great but also adding more spread reduce the damage again far more.

The other problem is: We now live with 2.0 DHS in engine which means when they put it back to 1.4 LRMs are even more unusable. Also Artemis influence the whole thing only marginal. More or less exactly worth the tons/slots you need for them but what do you make with the doubled ammo costs?

#10 Kaijin

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Posted 15 November 2012 - 04:56 AM

1.85 would be a good place to go to and see how it works. 2.0 was too much. 1.7 was too little.

#11 SaXoN UK1

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Posted 15 November 2012 - 04:57 AM

it's "aren't" FFS

#12 Sarevos

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Posted 15 November 2012 - 04:58 AM

View PostKaijin, on 15 November 2012 - 04:56 AM, said:

1.85 would be a good place to go to and see how it works. 2.0 was too much. 1.7 was too little.

nooo the spread is the culprit here lol 15% less damage is not enough to see the huge reversal in damage numbers

View PostSaXoN UK1, on 15 November 2012 - 04:57 AM, said:

it's "ain't" FFS

FTFY

Edited by Sarevos, 15 November 2012 - 04:58 AM.


#13 Kaijin

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Posted 15 November 2012 - 05:09 AM

View PostSarevos, on 15 November 2012 - 04:58 AM, said:

nooo the spread is the culprit here lol 15% less damage is not enough to see the huge reversal in damage numbers


Oh, definitely the spread needs to be fixed. My numbers are based on a rollback to what we had before the infamous Festival of Artemis in terms of arc, spread, and damage. But instead of 2.0 per missile, try 1.85.

#14 Dagnome

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Posted 15 November 2012 - 05:13 AM

View PostKaijin, on 15 November 2012 - 05:09 AM, said:


Oh, definitely the spread needs to be fixed. My numbers are based on a rollback to what we had before the infamous Festival of Artemis in terms of arc, spread, and damage. But instead of 2.0 per missile, try 1.85.


With the 2.0 damage the spread was the problem. The spread was making all the missiles hit the cockpit/Center torso even with the current flight path if we tighten the spread again we will have the same issue even if we keep the damage at 1.7

It is a triangle effect between Damage, spread and flight path. Changing one of these will effect the other two.

#15 Roadbuster

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Posted 15 November 2012 - 05:13 AM

I don't know if they really are 1.7 dmg/missile now.
I just know that artemis isn't a big improvement over normal LRMs when you use TAG in both cases.

If the damage was 2.0 before and is 1.7 now, I'd say give LRMs 1.8-1.9 dmg/missile.
Then fix covers, so missiles don't fly through buildings, hills or other objects in their flightpath.

LRMs shouldn't be a weapon mechs want to avoid as good as possible.
That's not the case at the moment, and if you get showered with LRMs it doesn't make a difference if they deal 1.7 or 2.0 damage anyway.

EDIT:
The spread is fine the way it is. Missiles should hit almost all parts of the mech.
Artemis should reduce the spread if the target is in line of sight.

Edited by Roadbuster, 15 November 2012 - 05:22 AM.


#16 Dagnome

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Posted 15 November 2012 - 05:15 AM

View PostRoadbuster, on 15 November 2012 - 05:13 AM, said:

I don't know if they really are 1.7 dmg/missile now.
I just know that artemis isn't a big improvement over normal LRMs when you use TAG in both cases.

If the damage was 2.0 before and is 1.7 now, I'd say give LRMs 1.8-1.9 dmg/missile.
Then fix covers, so missiles don't fly through buildings, hills or other objects in their flightpath.

LRMs shouldn't be a weapon mechs want to avoid as good as possible.
That's not the case at the moment, and if you get showered with LRMs it doesn't make a difference if they deal 1.7 or 2.0 damage anyway.


LRM's should produce enough damage to make them a threat against players who let themselves be a target. An Atlas should be afraid of running into the open because of a potential LRM storm and the missiles need to do enough damage to reflect that fear properly without making them into a primary weapon (As we saw after the Artemis patch).

#17 Sarevos

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Posted 15 November 2012 - 05:15 AM

View PostRoadbuster, on 15 November 2012 - 05:13 AM, said:

I don't know if they really are 1.7 dmg/missile now.
I just know that artemis isn't a big improvement over normal LRMs when you use TAG in both cases.

If the damage was 2.0 before and is 1.7 now, I'd say give LRMs 1.8-1.9 dmg/missile.
Then fix covers, so missiles don't fly through buildings, hills or other objects in their flightpath.

LRMs shouldn't be a weapon mechs want to avoid as good as possible.
That's not the case at the moment, and if you get showered with LRMs it doesn't make a difference if they deal 1.7 or 2.0 damage anyway.

Lrm damage immediately drops to 200 XD

#18 Joseph Mallan

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Posted 15 November 2012 - 05:16 AM

View PostCalmon, on 15 November 2012 - 04:55 AM, said:


Yup exactly. Keep the 1.7 and revert the spread. Missiles were slightly OP before the patch so 2 -> 1.7 is great but also adding more spread reduce the damage again far more.

The other problem is: We now live with 2.0 DHS in engine which means when they put it back to 1.4 LRMs are even more unusable. Also Artemis influence the whole thing only marginal. More or less exactly worth the tons/slots you need for them but what do you make with the doubled ammo costs?

I did LRMs when we had single sinks, I fired them non stop as I do now. We will just have to re-balance the sinks... again.

#19 John Clavell

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Posted 15 November 2012 - 05:19 AM

LRM's are pretty much fine. They are indirect fire support weapons, they should not be iwin buttons. I'd say they are, right now around about right, maybe you could try a slight bump to per-missile damage. The issues was more the trajectory bug, meaning it was almost impossible to get cover. The artemis, just tightens up the spread, which is why before you had Commando's getting killed in like 2 LRM20 volleys. Obviously broken.

You could try 1.75 - 1.8 per missile but I think 1.7 is pretty good, LRM's can currently be effective but are more inline with their role now as pre-hotfix, where they was just obviously broken.

#20 Joseph Mallan

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Posted 15 November 2012 - 05:25 AM

Quote

You could try 1.75 - 1.8 per missile but I think 1.7 is pretty good, LRM's can currently be effective but are more inline with their role now as pre-hotfix, where they was just obviously broken.
Yeah But your CO was one of the deadliest warriors in the seat of an Archer John. That would be Jamie not "The Lady".

Edited by Joseph Mallan, 15 November 2012 - 05:25 AM.






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