Edited by Rocket2Uranus, 08 February 2013 - 01:30 AM.
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Increase Lrm Speed.
Started by Rocket2Uranus, Feb 08 2013 01:30 AM
7 replies to this topic
#1
Posted 08 February 2013 - 01:30 AM
Its kinda funny. When you lock on a light mech. And they can out run a LRM in the open field.
#2
Posted 08 February 2013 - 03:15 AM
If they couldn't then they could never scout properly. It's also not the case under 600m there you can usually hit them everytime. LRMs can fire at 1000m yeah, but it will take 5 secs(i think?) for them to travel. It's a good trade for both sides of the exhange to needed to effect the outcome.
#3
Posted 08 February 2013 - 04:36 AM
No.
Welcome to Battle Tech.
No guts, no galaxy.
Welcome to Battle Tech.
No guts, no galaxy.
#4
Posted 08 February 2013 - 04:38 AM
Agreed.
More specifically, I would be happy to see LRM speed increased to on the order of 580 m/s (equal to Mach 1.7) - the flight speed of the FIM-43 Redeye, a missile of the same per-missile mass (and likely similar physical dimensions) as BT LRMs.
More specifically, I would be happy to see LRM speed increased to on the order of 580 m/s (equal to Mach 1.7) - the flight speed of the FIM-43 Redeye, a missile of the same per-missile mass (and likely similar physical dimensions) as BT LRMs.
#5
Posted 08 February 2013 - 04:53 AM
LRMs definitely need a speed buff, but if we left everything else alone, they would be too powerful, then.
Cut their normal tracking in half, let NARC, TAG, and Artemis buff it back up to where it is now (making those systems actually useful), then have ECM only counter NARC, BAP and Artemis.
Cut their normal tracking in half, let NARC, TAG, and Artemis buff it back up to where it is now (making those systems actually useful), then have ECM only counter NARC, BAP and Artemis.
#6
Posted 08 February 2013 - 05:01 AM
In my opinion LRM speed is fine.
LRMs are by far the most powerful ranged weapon in the game for their tonnage/heat cost.
Especially because they are guided, any good driven mech should have a chance to escape incoming LRM-swarms depending on distance and position/cover.
Currently it is possible to evade an LRM swarm fired from 600+ meters, which is a good thing.
When under 600m or at targets in the open, LRMs already fly fast enough to hit most targets before they can get into cover.
Lights being an exception is good here too, because otherwise they will immediately die to any greater LRM volley.
Lights should be allowed to risk passing open space without getting punished instantly.
And they usually don't evade LRMs completely, i have seen lots of full-speed lights dying in an LRM shower. 1/4 of an 4xALRM15 volley still does some serious damage to light mechs
BTW, lights are the best way to get rid of LRM boats. Enabling LRM boats to counter them too efficiently without requiring them to mount secondary weapons would probably make them too strong.
LRMs are by far the most powerful ranged weapon in the game for their tonnage/heat cost.
Especially because they are guided, any good driven mech should have a chance to escape incoming LRM-swarms depending on distance and position/cover.
Currently it is possible to evade an LRM swarm fired from 600+ meters, which is a good thing.
When under 600m or at targets in the open, LRMs already fly fast enough to hit most targets before they can get into cover.
Lights being an exception is good here too, because otherwise they will immediately die to any greater LRM volley.
Lights should be allowed to risk passing open space without getting punished instantly.
And they usually don't evade LRMs completely, i have seen lots of full-speed lights dying in an LRM shower. 1/4 of an 4xALRM15 volley still does some serious damage to light mechs
BTW, lights are the best way to get rid of LRM boats. Enabling LRM boats to counter them too efficiently without requiring them to mount secondary weapons would probably make them too strong.
Edited by Daggett, 08 February 2013 - 05:02 AM.
#7
Posted 08 February 2013 - 05:33 AM
The LRM's are fine how they are. You could just get a group of friends and use the LRM's effectively to whip out the team (e.g. Tag, NARC)
#8
Posted 30 March 2013 - 07:59 AM
I agree with OP. LRMs need a speed buff. With the recent changes in Damage the missiles could need a speed boost. I also agree with reducing tracking.
This should be to a point where a mech ~100kph could dodge then if a sharp turn in the right moment is performed.
This should be to a point where a mech ~100kph could dodge then if a sharp turn in the right moment is performed.
Edited by Monkeystador, 30 March 2013 - 07:59 AM.
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