Jump to content

Stealth Buff To Missles?


23 replies to this topic

#21 Kousagi

    Member

  • PipPipPipPipPipPipPip
  • 676 posts

Posted 11 January 2013 - 12:19 PM

View PostSkyfaller, on 11 January 2013 - 12:04 PM, said:

~lots of other stuff~

You on the other hand, just whine about it & will keep dying to them since you refuse to learn to avoid LRMs.


Through out your whole post you keep assuming I die to LRM's... never once did I say I do. Death by LRM's is very very rare for me cause most LRM boats are complete tool bags, like a quite a few pilots.

This how ever does not make LRM's any less OP. You keep coming up with situational excuses as to why they are not OP, but the simple fact is it comes down to both sides skill level in the game like every other weapon in the game. LRM's just hit stupidly harder then any other weapon in the game for their weight/crit/heat/range and ease of use, that is something you can not argue.

The way I play a LRM boat is I sit right behind the front line, So you have very little to no options for cover, and yes, I can shoot over friendly mechs at 300-400 meters. At the ranges of 200-500 meters you have all over 2 sec's to run to cover, which by the time you even know missiles are coming, its too late to get to cover. Its pretty easy to get games of 500-1200 damage with LRM's and be a pretty big help. Plus I know with my LRM stalker I can face down a Atlas at 400m and destroy him long before he breaches any of my armor.

Edited by Kousagi, 11 January 2013 - 12:21 PM.


#22 Caboose30

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 880 posts
  • LocationNorthern Michigan

Posted 11 January 2013 - 12:21 PM

View Postcoolname, on 11 January 2013 - 09:22 AM, said:

Did they get stealth buffed in the last patch or wut...

doing that is really lame... but seems like PGI thinks its cool...


I've started manually aiming and snap-shotting LRMs at mechs I see sitting still and sniping. They don't take as much damage, but they don't get the missile warning either. It encourages them to keep their heads down and confuses them because they got hit with missile fire without the warning.

#23 Skyfaller

    Member

  • PipPipPipPipPipPipPipPip
  • 1,332 posts

Posted 11 January 2013 - 12:26 PM

View PostZerethon, on 11 January 2013 - 12:12 PM, said:


My cata C1(F) has 2x LRM15+Artemis and TAG (@1.8 per missle, that's 54 damage) which can -INSTANTLY- kill almost any mech if i have LOS. (TAG/artemis missles have much improved grouping, fire them from high by jumpjetting, and it's a nearly-guarenteed 35+ damage headshot)

Or, if you're good, fire them locked, lose your lock, wait until you have just enough time, then re-TAG and lock, all missles suddenly Sharp-curve along the ground and smash into your target in one tight shotgun blast of pain. Great on assault backsides.

LRM's aren't dead, Bad LRM users are though.


uh... no.. two LRM15s arent killing anything in one shot. LRM damage is spread through the entire mech not just one section.

JJet doesnt give LRM headshots. LRMs all fly to the exact same altitude and dive down (depending on distance). The steepest angle of dive is past 600m range since that is when the LRMs reach their highest point as they travel to a distant target. Firing on a target closer than 600m ...say at 300m, will have the LRMs hit the mech on a shallow dive angle so they hit more of the chest than the topside.

Now, if you JJet before you fire to a target at 300m yeah you're giving them a little bit headstart but they wont reach the max alt and max steep dive of 600m+ range.

Case in point is, if the dive angle meant more headshots then 600m+ targets would be dropping like flies due to the very steep dive angle of the missiles.

Note: Awesomes do get easily headshot by LRMs regardless of range however. durn big noggin'.

There's another issue...

Try a stalker firing four LRM20s and you'll see brutal damage in the stats. In practice however, those LRM20'***** a target and do less damage than three LRM20s. It seems the game has a similar 'oops' threshold and cant handle too much damage from one source at a time. So, the damage of the fourth and part of the third LRM20 is 'lost' because of it.

Ive been testing this garbage since december and its really irritating. On AFK/disco enemy mechs. Two LRM20s do serious hurt. Three do slightly more than serious hurt...four do the same as three. Combine 2 LRM20's with 2 LRM15s and the damage of one of those launchers is simply not applied.

The only way to make the quad LRM20 pretty much insta-kill anyone is to chain fire them or fire 2 and one second later the other two. The game simply cannot handle over X amount of damage hitting a target at the same time (firing them all at once).

#24 Sandslice

    Member

  • PipPipPipPipPipPipPip
  • 625 posts

Posted 11 January 2013 - 12:26 PM

View PostJuiceCaboose, on 11 January 2013 - 12:21 PM, said:


I've started manually aiming and snap-shotting LRMs at mechs I see sitting still and sniping. They don't take as much damage, but they don't get the missile warning either. It encourages them to keep their heads down and confuses them because they got hit with missile fire without the warning.

There's also the problem that SSRMs *are* triggering Betty, so your circle-dancing ECM hero-friend is also jamming your opponent's missile warning indirectly. I know I've gotten confused a few times, thinking it was about to rain on my head when it was just a Streakraven or Trollmando pointing in my general direction and hitting the instant skill button. ;)





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users