Lrm Cry
#21
Posted 02 December 2012 - 01:42 PM
#22
Posted 02 December 2012 - 01:48 PM
Step #2 Hide behind cover.
Step #3 Expose yourself so they fire a salvo
Step #4 Hide behind cover
Step #5 Repeat steps 3 and 4 until LRM boat is out of ammo
Step #6 Laugh as the now defenseless LRM boat is completely helpless.
Alternate strategy for the impatient.
Step #1 Identify location of LRM boat
Step #2 Use cover and terrain to flank the LRM boat and close in on him without him noticing. (because he's busy shredding your teamates who decided to stand around in an open field being pounded on by LRMS)
Step #3 Shoot LRM boat repeatedly in the back.
Step #4 Laugh maniacally as LRM boat fires 20 racks at you only to have them bounce off because you are within their minimum range.
Step #5 Keep shooting them repeatedly with complete impunity because they have absolutely no close range weapons.
Edited by Socket7, 02 December 2012 - 01:49 PM.
#23
Posted 02 December 2012 - 03:32 PM
Hey! Rock here. I got smashed by Paper. Nerf Paper!
You went up against the worst possible opponent in the worst possible way. One 35 ton jenner would probably have ruined that boats day. I know when I run a C4 if anything gets to within 180 meters of me (not hard with anything that runs over 80 kph and can use cover) my two medium lasers feel pretty damn inadequate. Even if they don't kill me (probably will) they'll take my missile fire out of the fight while I try to protect my back.
If you're running those heavy bore AC's, know your role. You are a slow brawler with a big punch, you are there to wreck heavy, slow mechs that can't dodge. You're an assault killer. Anything that's light, long range, or spec'd for speed will ruin your day. If you're going to run that specialized, don't complain when you lose to something that's outside your speciality. It was your mistake to engage that target and if you want to be effective against them it's not their weapons system that needs to be nerfed, it's your build that needs to be changed. I recommend dual AC2's or 5's on a K2. The DPS on the 2's can rival an AC20 if you stay on target for the same cycle time as a 20.
The tools are already in the game. Use them.
#24
Posted 02 December 2012 - 03:46 PM
#25
Posted 02 December 2012 - 03:55 PM
2. you put an engine in your cat that makes it marginally faster than an atlas and then rant about not being able to close the distance to a cat with a decent engine???
Too lazy to make a Morpheus meme, but:
What if I told you...
...your build is simply crap?
#26
Posted 02 December 2012 - 05:14 PM
If LRMs hit locations were completely random, or if they continue to focus on torso hits have the damage reduced, I wouldn't have a problem with them.
You could even introduce a system of aiming the LRMs to specific areas by where the person's crosshairs are pointing within the target designation box (60% chance that any missile hits where you aim, 10% of it hitting location to left, 10% right, 20% up or down... whatever).
But at 2.8 dmg per missile, a 50 LRM barrage that focuses the vast majority of its damage on the three torso's is slaughtering the heavy mechs.
Notice fewer and fewer people are playing assault mechs? When I started playing the game roughtly 1/4th of the players were in assault mechs. Now (and I play 6-7 hrs every day) I'm lucky to see more than 1 assault mech on my team, and quite often there are none.
Most of the cover in the game isn't tall enough to block incoming missiles, and much of it allow missiles to pass clean through it.
Oh, and I too have seen the jump cats firing LRMs while in the air, and it is extremly annoying as you don't get cover from them. Yes, it is a good tactic, but the sheer amount of damage (all done to torso locations) is ridiculous.
Any fight you get into, lights you up and exposes you to incoming LRMs. That's not a problem, and it is as it should be... but the sheer amount of damage they do makes it ridiculous.
Right now the most common weapons used in game seem to be SSRMs and LRMs. There are now Jenners running around with LRM 15s, so they can be their own spotters.[/color]
Edited by HarmAssassin, 02 December 2012 - 05:23 PM.
#27
Posted 02 December 2012 - 05:28 PM
HarmAssassin, on 02 December 2012 - 05:14 PM, said:
Artemis + TAG/NARC do that. Also LRM damage just got buffed last patch.
PS: LOL @ OP
Edited by Snib, 02 December 2012 - 05:32 PM.
#28
Posted 02 December 2012 - 05:38 PM
Snib, on 02 December 2012 - 05:28 PM, said:
PS: LOL @ OP
The enemy was not using Artemis, and as far as I can tell no one got close enough to Tag/Narc me. This is happening WAY too often for that to be the cause. More and more people are complaining, it is only a matter of time before they reduce the LRM damage (or increase randomization of hit locations), or lose players.
#29
Posted 02 December 2012 - 05:38 PM
HarmAssassin, on 02 December 2012 - 05:14 PM, said:
But at 2.8 dmg per missile, a 50 LRM barrage that focuses the vast majority of its damage on the three torso's is slaughtering the heavy mechs.
Current damage is at 1.7 per missile. May go up to 1.8 in the next patch. LRM 15s require three critical slots to mount. There are only two available in the torso of every jenner, so no, there are no jenners running around with lrm 15's.
#30
Posted 02 December 2012 - 05:41 PM
Umbra8, on 02 December 2012 - 05:38 PM, said:
Current damage is at 1.7 per missile. May go up to 1.8 in the next patch. LRM 15s require three critical slots to mount. There are only two available in the torso of every jenner, so no, there are no jenners running around with lrm 15's.
I may be mistaken about it being a Jenner (perhaps a Commando), but it was definitely a light mech, and yes it did have a LRM15.
Also in the release notes it stated that the LRM damage was increased to 1.8 per missile in the last patch.
Edited by HarmAssassin, 02 December 2012 - 05:43 PM.
#32
Posted 02 December 2012 - 05:54 PM
#33
Posted 02 December 2012 - 06:01 PM
and...
*gasp*
you can MOVE and stay in cover?
#34
Posted 02 December 2012 - 06:47 PM
we'll see what happens when ECM hits.
#35
Posted 02 December 2012 - 07:55 PM
AMS needs a bit of a buff cause as it stands right now an AMS will take out about 5 missiles of a pack of 40 that are coming at you making it virtually useless. Either the range needs to be increased out to 300m for AMS or it needs to be able to pick up targets a bit faster because it should be able to take out more missiles then that with as slow as they fly.
Also people are looking for ECM to be the fix all to LRM's, what most aren't realizing is that ECM will have a "chance" to break locks, and if this is calculated properly the larger the mech class the stronger the target lock will be and the less chance there will be that ECM will break the lock. So if the ECM has a 1/10 chance to break the target lock on a Catapult and it has a cycle time of say 3 seconds, then it could take 30 seconds to get one target break that will only last 3-4 seconds before the target is reaquired.
Long story short... learn to play your mech setup and class properly and learn to use teamwork as well as know the weakness of each weapon type so you know how to counter it properly.
#36
Posted 02 December 2012 - 08:08 PM
If you pit a gausscat or 2xPPC+Gauss mech against a 2xLRM20 mech, the latter will dominate every time at long range. The LRM mech can move around at full speed and still hit it's LRM's, while the other mech has more trouble hitting a moving, turning target consistently even while staying put itself. The LRM's also cause screen shake which makes it even harder for the direct fire mech to compete.
#37
Posted 02 December 2012 - 08:19 PM
Stormgut, on 02 December 2012 - 12:26 PM, said:
Do you have no common sense? If you stood a chance against LRMs in that build, how awful would they be against someone who is actually a decent counter to LRMs?
As for this:
The best LRM pilots are those that keep up close behind the front line brawlers on their team and provide support against targets 300-400m away, not the cheesy boats that sit on a hill and click on targets from 800m. They do more reliable damage, and aren't a liability for the team when enemy scouts break through the line to harass them.
TL;DR: They're doing it right, you're doing it wrong.
I agree with everything in this post.
OP is running a FOTM cheese build and complaining because it's completely neutralised by a LRM boat. Are you suprised?? Srsly? Would you support a nerf to AC20's if you met a LRM boat in the ice tunnel under 180m? In that circumstance, you are seriously OP. X D
re: using LRMs as a mid range support (rather than dedicated rear artillery) is also a great idea. Part of the reason my D-DC mounts 3x15 artemis with 9 tonnes of ammo, 2 large lasers and (when it's available) ECM... =)
If you stick with the pack, you won't have as many problems with scouts harassing you or a flanker medium catching you out. And when you're at 300m, the enemy doesn't have 20 seconds to hide behind a building. Plus, those annoying scouts and zippy mediums? Outside 180m and with little time to get to cover, they are stripped nekkid and in a lot of trouble in 1-2 salvos.
#38
Posted 02 December 2012 - 08:21 PM
#39
Posted 02 December 2012 - 08:29 PM
The way it is: Snipers must take cover because LRM's are thearing them apart.
Why: LRM's can shoot from cover, snipers can't.
Edited by Dibster, 02 December 2012 - 08:30 PM.
#40
Posted 02 December 2012 - 08:52 PM
Do-add more involvement/risk to the boats.
Don't-reduce damage from LRMs they should punish those who make bad decisions about positioning.
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