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Lrms Dominating Again?


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#61 Kommisar

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Posted 25 January 2013 - 08:33 AM

LRMs are, right now, a brutal team weapon. Dropping by yourself into a PUG, it is very hit or miss. Dropping with a group, even 3 or 4 man, that knows what they are about, they can beat you down. Especially, from a team that is set up to advance and shoot them at closer ranges.

I think that this has been the big paradigm shift in LRMs actually. Indirect fire at targets over 500 meters is tougher. Especially from the early days in Beta where LRM arty was king. Now, it is possible, but much harder. Using the LRMs at closer ranges increases their effectiveness. Using them when you direct LOS on the target is even more effective. Which is a good thing; in my opinion. This game would not last very long if the primary means of combat was indirect missile artillery.

Plus, this fits well with how the table top game was set up. Not saying that everything has to mirror TT rules; but in this case, it aligns nicely. You could fire indirect with LRMs in TT; but with a -2 to hit. Made it tough, especially at long range (another -4). Which is why you only ever really saw it happen with units built to pull it off. Units that had TAG, C3 and such. Otherwise, LRMs shined as medium range weapons.

Hmmm..... sounds familiar.

I've been having a fair amount of luck with LRMs inside 300 meters of late. I don't really boat them, but as a supplement to my weaponry. Especially if I am trying to fire into a fur-ball where my Large Lasers beams burn to long. ECM still blocks them; but I still get targets and hits; especially with TAG. I'm not going to burn through 1800 rounds of ammo and rack up 4 plus unassisted kills with them; but that shouldn't be the goal for LRMs. LRMs are suppose to be a support weapon. Otherwise, why field other weapons? Or, heck, why field mechs at all. We can just all pilot LRM carriers (tanks) from the TRO.

And we need to remember, ARROW IV is coming!!! Flying, guided, AC/40 rounds that deals Area Effect Damage with a 1000 meter range. Or more... can't remember. Off the top of my head here, they deal 40 points of damage to the "hit" target and then 20 points of damage to everything inside the blast radius (which was 1 hex in TT; so 60 meter radius).

Do we really want that bad boy to be easy to land hits at over 800 meters????

Pro-Tip: I suspect that this system (and others) is in testing on the dev test version and is driving some of the decisions that have been made to date that we don't understand.

#62 pcunite

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Posted 26 January 2013 - 09:39 AM

View PostTzukasa, on 24 January 2013 - 04:58 PM, said:

Terrible way to respond to an issue that is EXTREMELY Important to almost all of your players, whom the majority of Strongly Dislike the current implementation of. And makes me question your commitment to making a MechWarrior game ... and just when I gained a little bit of faith back in the future of the game with the netcode update in the patch ... GJ


Ahh, let Garth have a little fun. They are looking into the future (things they can't tell us) and seeing all the variables. Yes, right now things have balance issues, but not when you put it into complete perspective.





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