

#21
Posted 08 May 2012 - 05:49 AM
However, I am concerned by what seems to me to be the very fast cycle times for the LRMs. If you watch the Heavy Mech Developer breakdown, you will see that the player is purposefully firing at a much slower rate than he needs to. In a competitive match, the player would generally fire as fast as possible, especially given that it doesn't seem at all difficult to maintain target lock. Being able to fire LRMs every 3 or so seconds (at least for 4 or 5 barrages until you overheat) seems like a ridiculous amount of firepower. Unless you immediately start running directly away from an enemy catapult as soon as they achieve missile lock, it seems like you are going to go down very quickly.
I am worried that in order to try to make scouts more useful (by allowing them to provide targeting data to other mechs), they have gone a bit overboard.
#22
Posted 08 May 2012 - 05:49 AM
LL: 650
AC/5: 675
LRM: 150-750
PPC: 50-775
Gauss: 750
AC/2: 825
Agreed that LRM's look to be just guided MRM's. I don't like numbers that aren't multiples of 25.

Edited by Zakatak, 08 May 2012 - 05:51 AM.
#23
Posted 08 May 2012 - 06:01 AM
#24
Posted 08 May 2012 - 06:11 AM
What seems to be preferred, is to not allow any Missile Boats to simply stand off, without some form of support, and blast away at targets that cannot get to it with out getting Missile *aped.
As long as some of the other LR weapons can reach out and keep a Boat honest, say the erPPC, or AC2 etc, the Boats can run, but hiding away totally will be more difficult. Can't see that as a bad thing really.
Support/defend your Missiles Boats, likely the Command Boat as well, or face the real possibility of losing it and having to fight without one.
P.S. The base core weapons ranges are based on a multiple of 30. Why would they re-invent the wheel... : /
Edited by MaddMaxx, 08 May 2012 - 06:13 AM.
#25
Posted 08 May 2012 - 06:16 AM
The tabletop ranges were originally set to keep the tabletop battlefield small, but there is real-world precedent to keep ranges short. Wow.
Wow.
#26
Posted 08 May 2012 - 06:17 AM
If they're going to take these rather short "LRM" ranges from TT, they should also use guided SRMs rather than these MW4-style unguided rockets.
#27
Posted 08 May 2012 - 06:17 AM
After all, you can spam missiles all you want, if they hardly do damage, for the most part it'll you'll just be harassing your opponent.
What you can see from the vid, they have a rather high refirerate and seem almost ridiculously agile.
With that in mind, their damage probably isn't too high...
Edited by Sesambrot, 08 May 2012 - 06:18 AM.
#28
Posted 08 May 2012 - 06:23 AM
#29
Posted 08 May 2012 - 06:25 AM
Sesamebrot, LRMs are only supposed to do one point of damage each... for the Hunchback, with it's doubled armor from yesterday, they would do two points of damage, each. So, no, they don't don't do high damage. If they do higher damage, I will respect a proper, or higher, recycle time of 10 seconds.
Edited by Kay Wolf, 08 May 2012 - 06:26 AM.
#30
Posted 08 May 2012 - 06:25 AM
#31
Posted 08 May 2012 - 06:32 AM
#32
Posted 08 May 2012 - 06:33 AM
MW4 IS LRMs fired practically once every 4 seconds.
#33
Posted 08 May 2012 - 06:35 AM
Angelicon, on 08 May 2012 - 06:17 AM, said:
If they're going to take these rather short "LRM" ranges from TT, they should also use guided SRMs rather than these MW4-style unguided rockets.
I don't remember the exact video but I did see some SRM's being fired and thought, ouch "missed high" then they totally hit the target upon reaching it, veered in just enough.
One thing about the LRM min range is it totally allows a place for the SRM to be used for a player who prefers missiles over ML say. If the LRM has no min. the SRM becomes moot, unless they totally ramped up the "per volley" damage of the SRM.
If I take a mid level LRM (10) versus the biggest SRM (6) the potential damage difference is quite small. 10 (lockable) v 12 (max if all hit with non-locking) plus the SRM damage fluctuates without the added Streak capability, versus the LRM's which bring in 2 more potential damage brackets (15's & 20's)
So, yes the LRM min. may seem long but it opens a avenue for the SRM based launchers. I like the SRM myself and am glad to see they have been given a purpose, versus just taking an LRM version based on weight restrictions.

#34
Posted 08 May 2012 - 06:37 AM
#35
Posted 08 May 2012 - 06:38 AM
I'd rather have to be a bit closer, than spend all game trying to dodge LRMs from targets I can't even see, or if I'm in a heavy die instantly because I cannot get to a missile boat in time to do any damage before I'm swiss cheese.
#36
Posted 08 May 2012 - 06:43 AM
Sesambrot, on 08 May 2012 - 06:17 AM, said:
After all, you can spam missiles all you want, if they hardly do damage, for the most part it'll you'll just be harassing your opponent.
What you can see from the vid, they have a rather high refirerate and seem almost ridiculously agile.
With that in mind, their damage probably isn't too high...
Agreed... and it didn't seem like those LRMs were "all that" for damage. It looked like the refire rate was pretty well tuned with the damage output per shot.
#37
Posted 08 May 2012 - 06:51 AM
#38
Posted 08 May 2012 - 06:53 AM
However, I would much prefer LRMs to do a bit more damage but recycle more slowly. This creates a lot more interesting tactical opportunities. When a catapult fires its full LRM banks at you, you should see your missile warning light up and feel the urge to run for cover. For me, it is a very fun part of the gameplay when somebody fires a large salvo at you and you try to dodge it. With a very high firing rate, your missile warning is going to be on continuously and you won't really be able to do special maneuvers to dodge (beyond normal combat maneuvers), since you would need to be doing those things continuously to have any effect.
#39
Posted 08 May 2012 - 06:56 AM
LRMs can lock on, can provide indirect fire and as we also saw can fire quickly. There's a thread going where someone is concerned they are OP).
#40
Posted 08 May 2012 - 06:58 AM
Even with more ammo it's not about spamming in MWO, it's about making careful use of your shots to where they matter. At the start people will spam ammo weapons like nobody's business because it wasn't really a factor in all previous MW games since the time between resupply was so short. In MWO it will be a big factor.
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