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On Feb 19 - Prepare To Be *obliterated* By Lrms Every Match


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#361 Mao of DC

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Posted 17 February 2013 - 03:24 PM

View PostFelix, on 17 February 2013 - 03:11 PM, said:

Wow a PPC knocks out ECM for 5 whole seconds!

Not even enough time to get a lock and to get a salvo of missiles off at someone!

quit whining OP


The timer resets for every PPC hit. The recyle rate of PPCs is less than 5 seconds.

#362 OpCentar

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Posted 17 February 2013 - 03:25 PM

View PostDeath Mallet, on 14 February 2013 - 09:27 AM, said:

...
What can be done to fix the coming LRM apocalypse?
...


Posted Image

(couldn't be bothered to photoshop a tin foil hat Atlas D-DC)

#363 Crazy Billy Joe Bob

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Posted 17 February 2013 - 03:30 PM

Good, I think the LRM's are good to get rid of the PEW PEW PEW this game has devolved into ... think cover and strategy.

#364 JimSuperBleeder

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Posted 17 February 2013 - 03:52 PM

Implying I ever had a problem with LRMs or ECM.

#365 Kronos907

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Posted 17 February 2013 - 03:57 PM

LRMs are for tools with no skill anyway, love killin boats!!

#366 Star Colonel Mustard Kerensky

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Posted 17 February 2013 - 03:58 PM

View PostCrazy Billy Joe Bob, on 17 February 2013 - 03:30 PM, said:

Good, I think the LRM's are good to get rid of the PEW PEW PEW this game has devolved into ... think cover and strategy.

Because cover and strategy don't work on direct fire weapons. :rolleyes:

#367 Lugh

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Posted 17 February 2013 - 04:01 PM

View PostMao of DC, on 17 February 2013 - 03:24 PM, said:


The timer resets for every PPC hit. The recyle rate of PPCs is less than 5 seconds.

If you are so poor a pilot you are getting whaled on with EVERY salvo from somone doing PPCs ....you very much deserve to die.

#368 Nathan Bloodguard

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Posted 17 February 2013 - 07:26 PM

I think the question that should be asked before threads like this are made is: What makes this overpowered?

What makes LRMs so powerful? is it the weapon itself, damage, flight time, weight? Is it the players that dodge/don't dodge it, experience against it, skill on the shooters part? Or is it the customizations that are coming along. Almost all that I have heard so far on any of these threads is much more so the straying from standard mechs for ones modified in the mechlab. Like how many mechs are JUST LRMs? there are a few that are mostly LRMs. How bout SRMs? How about any other weapon/equipment? I think that MECHLAB IS OP!!!! I mean would we be having these threads if we all had to use stock mechs? How many LRMs would be raining on peoples heads? How much ECM would there be? How about AMS? If this was the case, i think people wouldn't be 'hugging' each other as much and trying to stay in their mechs optimal ranges. That would take way more skill that any customized mech you see out there. Makes me wish they had a stock only option in addition to assault and conquest.

Yes I do realize that if they shutdown mechlab almost everyone would quit overnight....

#369 Tesunie

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Posted 17 February 2013 - 07:37 PM

View PostWizard LoPan, on 17 February 2013 - 02:45 PM, said:

LRMs are not OP, they are useful in moderation in a group as a support system to soften up the enemy for your brawlers, but a decently led and aware group can minimize their effect, and not even by using loads of D-DC's.


I've been trying to tell people this for a while. Missiles don't have to be boated to be effective. I use them as a support to my mech, something so that I can soften a target before I close in. Thank you for boosting my statement here. Been difficult to find anyone to agree with me. (There is a reason most stock mechs have a weapon for each range, why most have some LRMs on them.)

View PostKronos907, on 17 February 2013 - 03:57 PM, said:

LRMs are for tools with no skill anyway, love killin boats!!


And your statement is exactly why I don't boat missiles. And, for the record, LRMs do require skill to use well. Key word well. Anyone can get a target, lock on and push the button. But to hit, especially when you can't even get a lock, can take more skill than any other weapon system. And to hit even with a lock can be difficult as well, as most people don't know enough to keep a target and missile lock on a single target till the LRMs hit if you want them to track and home in. (If you wish to understand what I mean, read this. My points are all presented there: http://mwomercs.com/...00#entry1814400 )

So many people say LRMs are easy weapons. I still have to beg to differ on that, or just agree to disagree on that subject. LRMs can be easy, but to use them well and cause reliable damage...

#370 Wiggen

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Posted 17 February 2013 - 07:44 PM

It seems to me that all the talk about the Splat- and LRM-cats could be fixed with one terribly simple step: make missile rounds more prone to being cooked off by flamers. a bunch of Flamandos and Flavens (sorry, couldn't help it) would make me think twice about trotting out a build carrying 8 tons of explosive ordnance.

#371 Nightcrept

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Posted 17 February 2013 - 07:47 PM

View PostTurinAlexander, on 17 February 2013 - 02:19 PM, said:


How is hiding a solution? This is a mech fighting game, not mech hiding game. AMS is laughable underpowered when compared to the number of missiles being sent out by a couple of LRM boats. Being able to obliterate an Atlas from halfway across the map in a couple of salvos is just too much damage. LRMs need adjusting, they have always been too strong. ECM was a bandage covering an infection. That infection has been spreading for some time. It's time to finally do something meaningful about it.


Um no.

Lrms were only op once and that was after the first artemis patch. After that they were reduced the reduced again and found to be unusable. Lrms were then buffed by .1 and found to be usable but not dominating. Ams then got a buffed a few times as well.

A couple of mechs with ams can destroy most of a flight of lrms currently.

#372 Nathan Bloodguard

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Posted 17 February 2013 - 07:47 PM

View PostWiggen, on 17 February 2013 - 07:44 PM, said:

It seems to me that all the talk about the Splat- and LRM-cats could be fixed with one terribly simple step: make missile rounds more prone to being cooked off by flamers. a bunch of Flamandos and Flavens (sorry, couldn't help it) would make me think twice about trotting out a build carrying 8 tons of explosive ordnance.

I would have to say I like this idea. It would also happen in lore as well! The only people who would hate it are those who fall prey to it.

#373 Nightcrept

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Posted 17 February 2013 - 07:49 PM

View PostWiggen, on 17 February 2013 - 07:44 PM, said:

It seems to me that all the talk about the Splat- and LRM-cats could be fixed with one terribly simple step: make missile rounds more prone to being cooked off by flamers. a bunch of Flamandos and Flavens (sorry, couldn't help it) would make me think twice about trotting out a build carrying 8 tons of explosive ordnance.


No lrms are perfect as is.

SSrm's just need randomized impact points, slightly longer reload times and dumb fire mode.

#374 Nathan Bloodguard

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Posted 17 February 2013 - 07:53 PM

View PostNightcrept, on 17 February 2013 - 07:49 PM, said:


No lrms are perfect as is.

SSrm's just need randomized impact points, slightly longer reload times and dumb fire mode.

Dumb fire would be clan tech with the ssrms, last I knew.

#375 Nightcrept

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Posted 17 February 2013 - 07:55 PM

View PostNathan Bloodguard, on 17 February 2013 - 07:53 PM, said:

Dumb fire would be clan tech with the ssrms, last I knew.


I have no clue. I'm not a lore person.

I barely know the difference between inner sphere and clans...lol.
I had to look it up on sarna last night.

#376 Mr Mantis

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Posted 17 February 2013 - 08:25 PM

Wait why are you worried about lrms, you should worry about the widespread use of ppc once they are even more powerful.

#377 Star Colonel Mustard Kerensky

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Posted 17 February 2013 - 08:31 PM

View PostNightcrept, on 17 February 2013 - 07:55 PM, said:


I have no clue. I'm not a lore person.

I barely know the difference between inner sphere and clans...lol.
I had to look it up on sarna last night.

SSRMs can be fired like normal SRMs (dumbfired) when under ECM.

#378 WhiteCatInsurgency

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Posted 17 February 2013 - 08:32 PM

AMS - Most mechs have it available. Start using it, it makes a big difference. It also gets amazingly good when used in force by an entire team.

#379 The Warspite

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Posted 17 February 2013 - 08:56 PM

I think LRM's are fine the way they are. Just play smart. Besides, there's nothing more satisfying than closing to within 180m's of a LRM boat. But.... if you had to nerf LRM's, I would recommend their speed. Making them a bit slower would give an extra few second to find cover.

#380 Wizard LoPan

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Posted 17 February 2013 - 09:30 PM

View PostKronos907, on 17 February 2013 - 03:57 PM, said:

LRMs are for tools with no skill anyway, love killin boats!!


No, LRMs are simply a weapons system with their own set of advantages and disadvantages. And like any weapons system you build your mech around, they can be used quite effectively by a decent pilot who knows how to fit up the mech to make them shine, and how to best to pilot that mech to most effectively put LRM's on target, and by a group who use that boat and provide cover for it...or they can be used completely incompetently by pilots and their group. That reality is no different than any weapons system tbh, and I've seen just as many incompetent LRM pilots launching them at less than 180m or at a mech under cover or with terrible boat builds as I've seen incompetent direct fire pilots who can't hit the broadside of a barn, or shoot PPC's at something inside its effective radius, etc.





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