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#861
Posted 06 December 2012 - 06:28 PM
#862
Posted 06 December 2012 - 06:28 PM
- Targeting range should probably be increased to 400m to help decrease the amount of games playing out like ships passing in the night and let those poor ******** with LRM's contribute to the fight.
- Beagle Active Probe needs to be useful. ECCM functionality, even for single target or within a very close range may give people a reason to actually mount it.
- Streak SRM's need to be able to fire without a target lock, launching like a standard SRM-2
The feel of running around and toggling between ECM & ECCM functionality is amazing however, I've been duelling Commandos, flicking over to Counter mode to paste them with Streaks, then hammering it back onto Disrupt in order to get cover my team again.
Most entertaining moment has to have been strolling in front of a 6xSSRM A1-Catapult and watching him backpedal frantically however.
#863
Posted 06 December 2012 - 06:29 PM
Harrison Kelly, on 06 December 2012 - 03:32 PM, said:
I just don't know this is going to be true. Look, I love TAG, even in its current state, and I've had one on my LRM Mech for at least a month now. With these proposed buffs, I can't justify ever possibly trying to use TAG at 750 meters.
Food for thought:
1) At 750 meters, it takes less than a second for a gauss shot to hit you. If you need longer to line up a shot, that's fair, but once the shot is fired 1) your enemy has very little warning and 2) you can back away immediately.
2) At 750 meters, LRMs will take about 3 seconds to reach from launcher to target. At this range, you must keep your laser on the target for the ENTIRE duration of the flight. This is three times the standard burn time of a Medium Laser, IIRC, and you can't take the pipper off your target at all. Also, your Mech must be completely exposed for 3 times the time required to snipe someone with a Gauss/Large Laser.
3) As soon as you fire, your enemy immediately gets a notification of incoming missiles, during which all he has to do is duck behind cover or otherwise break the TAG lock.
How is this exactly going to help LRMs at long range again?
What? LRMs were never meant to go face to face with direct fire weapons. It is about time they play the role they were designed for. We are only now getting closer to the true role of each weapon and mech. I for one am glad for the change. So, to answer you question, you put the TAG on a fast light or maybe med (remember there are 8 players to a team, A TEAM), and you have your fast TAG while moving, AT 750m it is extremely hard to direct ballistic hit a light. You, as the LRM, SUPPORT role mech that you are, will be somewhere else and rain the pain on the TAGed bad-guy. It kind of all fits together as the (hopefully 12) member team game that it is.
Edited by Xander Pappyson, 06 December 2012 - 06:29 PM.
#864
Posted 06 December 2012 - 06:29 PM
I was actually having fun before the patch, with the exception of the streak boats, and now, well, I'm back to grinding for cbills and waiting for a fix for what the game has turned into, a big yawn fest.
We've gone from LRM warrior to ECM warrior.
This mainly applies to 8 man groups. 4 mans and PUGS are fine, just cause the overarching strategy of 8 people in a giant ECM shield isnt happening yet.
Edited by Colonel Pada Vinson, 06 December 2012 - 06:32 PM.
#865
Posted 06 December 2012 - 06:32 PM
Ixis, on 06 December 2012 - 04:38 PM, said:
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you've never used an LRM boat obviously cause there is no mashing, you have to hold locks in order to have some chance of hitting with such slow missles which means you're going to all sorts of trouble to pick out a target that's not going to get cover in time or you'll watch salvos wasted on buildings hills and the ground every time. ecm has killed alot of those oppotunites which makes lrm's dead weight now. it's right to stop anything being overpowered but it's not right to kill them off entirely. that makes boring sameme gameplay.
Edited by GalaxyBluestar, 06 December 2012 - 06:33 PM.
#866
Posted 06 December 2012 - 06:34 PM
Azantia, on 06 December 2012 - 06:10 PM, said:
Thank you very much for all you hate and elitist mentality !
This mentality is sooooooo goooood, just shitxing on every people face that want to play this game ... the normal way ! RedBull way Yes ! You are an example ! PGI should hire you to make this game better for you and ... you !
Now I can leave this forum for good, in peace. Thank you very much again. These are my last words on this forum ...
#867
Posted 06 December 2012 - 06:34 PM
#868
Posted 06 December 2012 - 06:35 PM
Xander Pappyson, on 06 December 2012 - 06:29 PM, said:
What? LRMs were never meant to go face to face with direct fire weapons. It is about time they play the role they were designed for. We are only now getting closer to the true role of each weapon and mech. I for one am glad for the change. So, to answer you question, you put the TAG on a fast light or maybe med (remember there are 8 players to a team, A TEAM), and you have your fast TAG while moving, AT 750m it is extremely hard to direct ballistic hit a light. You, as the LRM, SUPPORT role mech that you are, will be somewhere else and rain the pain on the TAGed bad-guy. It kind of all fits together as the (hopefully 12) member team game that it is.
never happens in pug gameplay mate and using tag yourself is suicide so... just don't make up scenarios that a: relies on others being the perfect helper, and b: gameplay that puts others out so it never happens.
#869
Posted 06 December 2012 - 06:44 PM
Sears, on 06 December 2012 - 03:24 PM, said:
8v8 is cool, though, tbh it basically boils down to 6 DD-Cs and 2 commandos for a win. Ecm Blob and back cap. And the classic way to counter a blob was LRMS, but they don't work so well any more.
This is the entire problem that for some reason the ESM fanboi's seem to be ignoring.
Edited by DeaconW, 06 December 2012 - 07:37 PM.
#870
Posted 06 December 2012 - 06:46 PM
DeaconW, on 06 December 2012 - 06:44 PM, said:
This is the entire problem that for some reason the ESM fanboi's seems to be ignoring for some reason.
That's because (I'm willing to bet) many of the Pro ECM'ers are close range combat types who don't think there should be punishment for that style of combat.
I'm really sick of the rants about "Bring an ECM Mech then" etc. etc.
I just started playing MWO before ECM was introduced, and want to grind Hunchies to Mastery.
I had a good spread of weapon types between them; but now the game is forcing me to go all short range (Not going to use a loadout that in most battles is rendered useless for most of the fight).
Plus I'm seeing far to many battles where one side has no ECM and the PUG rapes are just getting worse.
Edited by Tex Arcana, 06 December 2012 - 06:52 PM.
#871
Posted 06 December 2012 - 06:49 PM
Shadowpunisher, on 06 December 2012 - 06:34 PM, said:
Thank you very much for all you hate and elitist mentality !
This mentality is sooooooo goooood, just shitxing on every people face that want to play this game ... the normal way ! RedBull way Yes ! You are an example ! PGI should hire you to make this game better for you and ... you !
Now I can leave this forum for good, in peace. Thank you very much again. These are my last words on this forum ...
Ironic that your attitude demonstrates exactly what Azantia was talking about. Go to Hawken. Don't let the door hit you in the rear on the way out.
#872
Posted 06 December 2012 - 06:58 PM
If MWO is SUPPOSED to be as close to TT as possible.Can some find me any f*cking word about lowering sensor range by 75(or 80)%?I can't find any word about it on sarna.net or in any rulebook(maybe i don't have all but still...).I didn't played TT for more than 10 years so maybe smthing changed in time.
IMHO its just Mechwarrior feature AND it worked nice since it was lowering sensor range by 50(or 75)% with passive sensors on AND it was counterable with BAP which was not in range of ECM(180m).Now its mostly considered like OP bcuz of this.
#873
Posted 06 December 2012 - 06:59 PM
#874
Posted 06 December 2012 - 07:00 PM
#875
Posted 06 December 2012 - 07:01 PM
DeaconW, on 06 December 2012 - 06:49 PM, said:
Ironic that your attitude demonstrates exactly what Azantia was talking about. Go to Hawken. Don't let the door hit you in the rear on the way out.
I would say that Azantia needs to use better language in getting his point across then.
Because PUGS are the backbone of any game that wants to grow and flourish.
If a tech sucks in PUG play, in such a manner that it turns new players away from the game (such as ECM in it's present form): Players like Azantia will have to kiss their Elite-level playhouse goodbye.
Vulix, on 06 December 2012 - 07:00 PM, said:
And make it equipable on more than a handful of mechs. Unless you want to see a battlefield with only the ECM Mechs on it.
Edited by Tex Arcana, 06 December 2012 - 07:03 PM.
#876
Posted 06 December 2012 - 07:12 PM
ArmageddonKnight, on 04 December 2012 - 12:43 PM, said:
SSRM's used to be a good idea ..even one of them on an otherwise laser or projectile mech helped deal with the pesky light mechs that would constantly be to fast for you to hit. Now though you cant lock onto them ether.
Light mechs need their hardpoints limited to light weopns only ..no more medium pulse laser ..or large laser. .or ppc's etc. Then make these light weapons do even less dmg than they currently do. This will make it so lights can only really dmg vs other lights and make them be used for their intended prupose .. Scouting.
Other than that however. ECM seems like a good anti ML boat at close range ..which is good.
I just know that currently light mechs should ether a) not be able to use ECM (which is silly imo as they are for scouting and should be able ot use EW) or b ) be made so they do very very little dmg vs heavier mechs via weapo limitations ..which is much more realistic.
#877
Posted 06 December 2012 - 07:18 PM
ArmageddonKnight, on 04 December 2012 - 12:43 PM, said:
SSRM's used to be a good idea ..even one of them on an otherwise laser or projectile mech helped deal with the pesky light mechs that would constantly be to fast for you to hit. Now though you cant lock onto them ether.
Light mechs need their hardpoints limited to light weopns only ..no more medium pulse laser ..or large laser. .or ppc's etc. Then make these light weapons do even less dmg than they currently do. This will make it so lights can only really dmg vs other lights and make them be used for their intended prupose .. Scouting.
Other than that however. ECM seems like a good anti ML boat at close range ..which is good.
I just know that currently light mechs should ether a) not be able to use ECM (which is silly imo as they are for scouting and should be able ot use EW) or b ) be made so they do very very little dmg vs heavier mechs via weapo limitations ..which is much more realistic.
Or...they just repair hitbox/netcode so i can hit them with my lazorz/ACs
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#878
Posted 06 December 2012 - 07:24 PM
A TAG range buff would be welcome, I fooled around on my quasi-lrm boat (with TAG) and the short range is sort of frustrating. That said, I could still use my twin LRM 20's so ... not sure what all the whining is about.
#879
Posted 06 December 2012 - 08:19 PM
We also feel that you guys are doing a fantastic job with Mechwarrior and look forward to play it for years to come.
With that said,after careful consideration of interaction of various balancing options and discussion with my group, I would like to suggest the following:
1) BAP allows the BAP user targeting of ECM mechs within the ECM field. The targeting time will still be effected by the ECM field however you will be able to target them.
1b) BAP provides an additional +5% range in targeting overall
2) BAP is limited by Mech chassis, similar to how ECM and Jump Jets are now, however much less limited than those are currently.
3) NARC is active for the at least (3) minutes, with up to (5) minutes depending on play testing, and works through ECM.
4) TAG no longer works through ECM, and its range remains what it is currently as of the 12/4/12 patch.
5) ECM creates a base of 1 heat for the mech operating it.
6) PPCs create a HUD disruption, where you lose your aiming cross-hairs for T+-2 seconds.
7) PPCs have a -0.5 or -1 heat reduction per round.
8) Double HS gain +0.1 to their heat dissipation rate.
9) SRM 'lag' fire time is reduced to be on par with ACs, however base fire spread is increased by 5%. Artimus spread does not suffer from this '5%' nerf (making more of a difference in artimus SRMs).
10) Pulse Laser Length of Fire is reduced by 5%, to further increase viability with heat of weapons with a tighter spread.
I feel that the above should make for a more enjoyable experience overall.
Edited by DrVulcan, 06 December 2012 - 08:34 PM.
#880
Posted 06 December 2012 - 08:24 PM
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