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Lrms Need Adjustments, And Here's How...


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#21 Corvus Antaka

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Posted 07 March 2013 - 12:32 AM

revising my thoughts to add some more :wacko:

LRM & TAG combo is now required to have a functional LRM boat due to ECM .you cant not take TAG, if you run into 1 smart ECM mech shielding his team you are useless.

However, with the new patch and tightening of the LRM fire, the TAG & LRM combo is leading to devestating LRM strikes. I have however noticed that light mechs especially due to difficulty in maintaining TAG can dodge LRMS pretty good when the TAG is lost. +1 for this.

But somehow the LRMS feel a little OP, both using them and taking fire. They feel like they are doing twice the damage they did pre-patch, and drilling right through mechs with the TAG & LRM combo. Again, not necessarily a bad thing considering how they work inconjunction with ECM.

On average my games using LRMS have been very balanced damage wise, and much more in line with my teammates damage vs previous patches.

Maybe it would be good to allow LRMS to obtain locks on ECM mechs without TAG, subject to the lock on time penalty obviously but since LRMS without TAG are softening more than coring this would at least let new users etc bring mechs without TAG and remain useful instead of useless. I don't recall in btech that if you didnt take a TAG for your LRMS you should pack up and go home.

I'm loath to recommend lowering damage given the way games play out now.

But cutting the turn rate by more yet, so that any mech going over 80 KPH has the ability to dodge LRMS while not being Tagged or Narced thus taking perhaps only 25-50 of a full volley might be worth considering still. this would help mediums and lights primarily, and if TAG is on the mech still allow for the strikes we get now.

In general damage output seems significantly increased, and mechs are living a lot shorter. I even considered recommending adding another 50% armour increase to compensate for the loss of lag shield, but somehow don't think thats a great idea.

Given that coolant flush is coming, it might again be worth considering to simply cut the heatcap by 25-50% so that overall mech firepower versus heat efficiency needs to be considered more carefully, thus forcing damage output down across the board in favour of heat efficiency?

Tough call. I've had great games across the board with this patch, and even the TAG artemis drill LRM doesnt seem crazy out of place, unless a 4 LRM 20 stalker catches me in the open. Perhaps the most significant problem is that on certain maps LRM + tag boats can supress and kill pretty much anything outside a pop-tart sniper, when stuff is caught out in the open to LRMS it just crumples, and without a viable approach via cover the LRM is the ultimate weapon.

But then, thats the whole point of the LRM right?

#22 80sGlamRockSensation David Bowie

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Posted 19 March 2013 - 11:00 PM

Bump, Apparently with today's patch LRMs are broken again (surprise surprise, the raw damage thing is killing people instantly, again)

#23 Ph30nix

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Posted 20 March 2013 - 07:18 AM

while i dont agree with alot of the whines about LRM's which alot are caused by the QQ term of "boats" (if someone decks their rig out to fire 60+ missles at time guess what its going to Mother F'ing hurt, just like a guy carting aroudn 6 PPC's or 6 srm6's or whatever else people stack lately.

i do like that you realize that any nerf to missles HAS to come with a few buffs in other areas, but no matter what you do PEOPLE WILL WHINE ABOUT ANYTHING THAT KILLS THEM. and more so in case of missles because its seen as a zero skill weapon (yea see how much damage new players in trial mechs pull off with them) but the biggest thing is it makes them have to actually pay attention and think. the average player HATES THAT, they want to just sit down blow stuff up and not have to worry about anything.

i think a decent temporary fix would be within a certain distance from target missles stop altering course and accelerate greatly. so targets on the move wont be hit as often, targets behind cover wont get the 90 degree turn effect and those that sit outside of cover and just stand there will get rained upon till death like they deserve.

View Postmwhighlander, on 19 March 2013 - 11:00 PM, said:

Bump, Apparently with today's patch LRMs are broken again (surprise surprise, the raw damage thing is killing people instantly, again)


i think alot of this also has to do with missles seem to not target only the center torso now, and people are taking missles to the face now which is the lowest armor on just about every mech.

Oh and boating is not a problem

Edited by Ph30nix, 20 March 2013 - 07:19 AM.


#24 sgt scout

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Posted 20 March 2013 - 07:34 AM

I read lots of sugestions on this forums and dont agree with most as they seem to be mostly QQ based and i do not experience the same issues. I do however strongly agree that :

LRM damage should be reduced ( and this crazzy splash damage LRM head shot thing removed)

I love the idea of slow exceleration when missiles climb up and fast exceleration when tracking.

In lots of battle tech novels, pilots oftet fire LRMs under the minimum range as the missiles still smash into there target and crush armour plates. No need for an explosion when you have 40 steel bolts crashing in to your chest.

#25 Praehotec8

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Posted 25 March 2013 - 03:31 PM

View PostThuraash, on 06 March 2013 - 11:45 PM, said:

This sounds like a great solution. LRMs as currently implemented have serious problems, but show fantastic potential. Here’s a gently modified version of OP’s idea that, I think, would work even better:

This will be far more consistent with the current implementation of every other weapon in the game, where effectiveness tapers up or down with range instead of hitting arbitrary hard-caps. Plus, watching the missiles streak into the sky and accelerate to 500kph as they blaze down towards their targets 900m away would just look damn cool.


I think the OP's suggestions make quite a bit of sense, and would not mind seeing them in action. I also like your idea of accelerating speed, although I would argue that they should reach full speed by about 3-400m, as I often find that the maximum range at which I can obtain good LOS or have a reasonable chance to hit with indirect LOS is 7-800m. But I certainly agree that it would be cool watching them speed up and race away!

#26 MasterErrant

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Posted 25 March 2013 - 04:24 PM

A point? LRMs are not "Horribly inaccurate" they are designed to spread and maximize their hit porobability as are all volley rockets.

People keep thinking of these weapons as "Missiles" in the 20-21st century sense they are not. they are "Rockets with minimal terminal guidance. if they were fully guided missiles you'ld be paying cb50-100K+ per missile not 30 K per ton. the Arrow iv for example is similar to the real world LRMS system and is is actually a missile. using saclos or laser los guidance system system

I think the real balanceing issue is flight time. make them twice as fast ans reduce the clustering and increase the spread in indirect fire.

Edited by MasterErrant, 25 March 2013 - 04:26 PM.


#27 80sGlamRockSensation David Bowie

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Posted 01 April 2013 - 08:37 PM

Updated 4/2





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