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Solution For All The Srm/lrm Rage


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#21 Stabbitha

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Posted 17 February 2013 - 09:48 PM

Well of course excessive core heat due to flamer attack should risk an ammo explosion for any ammo capable of exploding (SRM/LRM/AC/AMS)...

Of course, you'd need an actual working heat scale, like the TT, where you get increasingly bad issues with running your mech as it heats up... Like ammo explosion, slowing down, worse weapon accuracy etc.

Oh yeah, and I'd love to reach out with my atlas hands and rip the Raven's cockpit off and use it as a mace to brain the moron in the Commando. Or to kick them, trip them, and otherwise use the 100 tonne mass of my assault mech to be down some serious hurt.

It would be nice if gyro damage existed (and if it does, it would be nice if it did something). Or hey, LRM's aren't guided directly towards the target but rather are high velocity AOE effects.

et al...

I'm fully in support of more interesting ways to play Battletech (rather than "Big robot game inspired by Battletech").

#22 Thirdstar

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Posted 17 February 2013 - 09:51 PM

You'll also forgive me for questioning your motives OP. Your account was created 7 days ago and this is your very first post on the forums.

#23 Zero Neutral

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Posted 17 February 2013 - 09:56 PM

View PostWiggen, on 17 February 2013 - 09:11 PM, said:

It seems to me that all the talk about the Splat- and LRM-cats (in anticipation of this next patch) could be fixed with one terribly simple step: make missile rounds 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. It makes the flamer a viable battlefield asset, it's "canonical" for those that care (or so I am told), but most of all it just plain makes sense. High explosives + high heat = boom. Boating any kind of missile would bring with it the risk of being pop-corned from the inside. You could even figure out how to give the flamer-wielding mech (probably a light) the credit for this combustion damage, making them a little more equitable for c-bill grinding.

There may be some very simple reason this wouldn't work that eludes me, but I can't think of it. seems like a fair and simple solution that neither side of the argument could disagree with.


After the patch, data will be collected as normal, and changes made based on said data.

Pre-patch paranoia is not part of the dev cycle, afaik.

#24 Stoicblitzer

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Posted 17 February 2013 - 10:08 PM

haha your solution makes me laugh in a good way.

#25 Mykaelous Wolf

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Posted 17 February 2013 - 10:22 PM

The reason SRM's are OP is because all of the maps favor close range combat. I would say that I spend 60% of my time engaging targets 0-300 m, 30% of the time engaging targets at 3-600m and 10% of the time engaging targets beyond 600m. Most engagements should be occuring at the 540m range IMO.

#26 Nuwa

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Posted 17 February 2013 - 11:34 PM

so a single flamer coming up on a full armor LRM boat would cook it in seconds? that doesnt seem balanced to me

#27 Moromillas

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Posted 18 February 2013 - 12:08 AM

View PostWiggen, on 17 February 2013 - 09:44 PM, said:

I don't really think anything is wrong with them. I was just proposing a possible solution since it seemed there was quite a number of people who do. And per above comments asking why AC rounds wouldn't cook off too, it's simply the fact that less combustible material is housed in those rounds vs. a missile with an HE-type payload.

A solution is applied to something that is wrong, not satisfactory, or not working as intended. E.g, The dish I prepared is not very good. I have a solution: take-out. If players are saying that something is wrong with them, and not showing anything to back up this assumption. It may be more than likely that they've been killed by another player using these weapons and shortly afterwards, posted on the forum to vent their frustration.

Anyone can make baseless assertions just as well as the next person. I could be killed by someone that uses nothing but laser weapons, and then write a post condemning them. That alone doesn't mean that something is wrong with them.

#28 lsp

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Posted 18 February 2013 - 12:20 AM

Here's a solution, don't stand still.

#29 Ashnod

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Posted 18 February 2013 - 12:23 AM

Buffing AMS would work, in the novels AMS can completely take out 20 LRM's or at least the majority of them, and can rip up a complete volley from a srm6 or two.. Granted it doesn't have to be that good, but it could be buffed.

#30 jakucha

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Posted 18 February 2013 - 12:46 AM

I think splatcats are a problem, partly because of how many you run into on a match by match basis and because of how positively easy it is to get 1k+ damage with very minimal effort with this build.

Lots of people use them because they are overpowered for the small amount of effort and skill required to pilot. Simple as that. I don't think flamers cooking off ammo (unless the armor is stripped) is the answer though, something more like introducing penalties for stacking that many srms.

Edited by jakucha, 18 February 2013 - 12:51 AM.


#31 Wiggen

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Posted 18 February 2013 - 07:23 AM

View PostThirdstar, on 17 February 2013 - 09:51 PM, said:

You'll also forgive me for questioning your motives OP. Your account was created 7 days ago and this is your very first post on the forums.




Reasonable. I've been playing for a few months, just never posted to a forum. I generally do not have a lot of time to sink into games due to family and work obligations, so I usually leave stuff like this to people who play a lot more and would be more impacted by play changes than I am. This issue just prompted me to write in because it seemed like a whole lot of people carry a good deal of%





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