Radar deprivation is an absolute godsend with the current quantity of LRMers. It does seem a little OP, but only in comparison to the current insane-o lock time that remains once you get into cover without it.
I'm trying to build a Gauss Jaeger, but can't to fit more than 4 tons of ammo using a 255XL, which seems awfully low.
I could try without the AMS, but that seems an even worse idea.
And four tons is forty slugs, which is twenty salvos. It's not inexhaustible, but it's sufficient for most matches. You have to pick and place your shots.
My build is nearly identical, just 255 engine, half a ton less leg armour, and AMS. So I guess I just have to be careful in chosing my targets.
How much of an issue are LRM's if everybody runs AMS and has ECM escorts? LRM's are pretty good in the solo queue because people are dumb, but I'm not so sure that they are really that powerful if teamplay assuming people actually try to counter it.
I will say that there are a lot of LRM's now, which is probably a combination of Clan mechs being able to pack them at minimal tonnage costs along with a trial mechs having LRM options. I got lazy the other day and tried the trial Kintaro which packs LRM5's because I was basically too lazy to switch out gear on a mech, and it performed quite well.
How much of an issue are LRM's if everybody runs AMS and has ECM escorts? LRM's are pretty good in the solo queue because people are dumb, but I'm not so sure that they are really that powerful if teamplay assuming people actually try to counter it.
I will say that there are a lot of LRM's now, which is probably a combination of Clan mechs being able to pack them at minimal tonnage costs along with a trial mechs having LRM options. I got lazy the other day and tried the trial Kintaro which packs LRM5's because I was basically too lazy to switch out gear on a mech, and it performed quite well.
Part of the problem, if there is one, is that the ubiquity of LRMs on most every team means you have to have ECM. Often multiples, backed up with as many Radar Dep modules and AMS that your team can spare. If your team is short, you're at a marked disadvantage.
I don't know if it's an issue per se, but it's something to keep an eye on. When it reaches PPC/Gauss-pinpoint-alpha-bullshit levels of frustration, then we'll know there's a problem.
The current LRM meta, really forces everyone to blob up (ecm/ams cover) and punishes movement. Since everyone is blobbed ttk goes way down. Though LRM aren't instant win, i've had more than a couple rounds where I'm destroyed in the first 30 seconds due to massed LRM fire. There is an opportunity on some maps to sneak up on the LRM boats unnoticed, and chew them up.
I think the time to break lock needs to be reduced or add in some missile fratricide (multiplicative effect with AMS).
I don't think LRM's are overpowered per se, though I know a lot of people complain about them but these are usually the same people who march straight ahead with no cover - they'd die to direct fire just as fast.
It sucks when you get that random match where there are a couple of Stalkers and a Battlemaster along with a Commando spotting for them, but I'm not so sure that's any more deadly then randomly coming across a couple of meta boats in a match piloted by people who can aim.
Anytime I've died to LRM's I can trace it back to making a bad decision.
That said, I wouldn't be opposed to them changing the way LRM mechanics work. If you were required to maintain your own lock for direct fire, and if locking for indirect fire was only possible if your target was TAG'd or NARC'd, that might make for some more interesting gameplay.
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited August 2014
So, Timber Wolves. I need some help.
I have a Prime build (3xERLL, 2xMPL, 2xMG) that I kinda like....but after basically setting my mech on fire last night in a match, I realized my fire control is no good in the face of so much heat. Damn ghost heat.
Now I want the option of having free-for-all matches. @Nips make this happen. Don't ask me how, you are the Oosik MW ambassador. Nips, this is a lawyer. Make it happen.
Now I want the option of having free-for-all matches. @Nips make this happen. Don't ask me how, you are the Oosik MW ambassador. Nips, this is a lawyer. Make it happen.
Between a Lawyer and an Engineer, I can't imagine a world where we can't make this work.
We are pleased to open up the Public Test server for our longest test yet. This test will last 24 hours and be focused in three main areas:
First, the new Unit Creation feature for Community Warfare will be available in the front-end.
Around this feature, we hope to hear from you about both the usability and art of the interface for creating units, as well as any bugs discovered in testing.
Please note, pre-registered units will not be present in this version. They will have to be generated manually by the player for the purpose of the test.
Second, we will be testing the new Mech Factory map, which will be present on 100% rotation in the test server.
We hope to hear from you on any issues involving collisions and textures, We’d also appreciate us your feedback on the map layout, spawn locations and more.
Finally, we will be testing the server hardware at our brand new data center to determine whether that equipment will adequately improve our current live production services.
On this subject, we would like to know about your ping and connectivity in-game, responsiveness of saved changes, and the effect of these changes on client-server synchronization during matches.
We’re especially eager to hear about how it compares to the live game!
Please see the notes below for full details of the test:
Date
21-Aug-2014
Focus
Unit Creation
New Community Warfare Feature
Functionality Testing – Please find bugs!
Usability Testing – Tell us what you think of the interface!
Codename: Industrial
New Game Map
Destructive Map Testing – Please find collision, out-of-world, and/or texture bugs!
Play-Testing – Please tell us what you think of the map!
Connectivity
New Data Center Systems
Smoke/Load Testing – Can you connect? Can you get into a match? Any desyncs?
Performance Testing – Please tell us about your connectivity, ping, responsiveness, etc…
Test Time
Start: Noon PDT / 3PM EDT / 7PM UTC
Duration: 24 hours.
Eligibility
All players registered before 20-Aug-2014 at 4:30AM PDT may join the test.
Testing Provisions
Your live account inventory, as of 4:30AM PDT on August 20th, plus:
An additional 25,000 MC in the Test Server.
An additional 50,000,000 CBills in the Test Server.
An additional 500,000 GXP in the Test Server.
anyway the whole idea of the 'LRM meta' is really silly. LRMs aren't any more powerful than any of the other various long-range weapons and have a variety of specific disadvantages.
I think a lot of the complaints about them stem from them being sort of a 'win more' type of weapon; when your team is already losing or positioned poorly, a few LRM mechs on the other side can exacerbate those issues. But you'd probably have lost to direct fire mechs anyway, it might've just taken a bit longer.
to whatever extent they actually might be overpowered, they're overpowered in a way that requires good coordination to leverage which (imo) isn't really bad.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
honestly the shake from LRMs has never really bothered me; you should have a clear enough idea of where your nearby cover is to steer into it (takes a little practice but it's not that difficult)
I realize I'm on something of an opinion island with this though so I'm not going to argue about it too much
also, if you were under a comparable amount of fire from equivalent-weight PPC/AC/gauss mechs, you wouldn't be worried about screen shake or stunlock because you'd just be dead
Eat it You Nasty Pig. on
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I don't think LRMs are overpowered. I do think they're really annoying and wish AMS was equally (% wise) effective against large volleys as small ones.
I just did science guys, and it turns out you can squeeze 2 ER Large Lasers into a Jenner,
Yeah I think I ran that for a while on my Sarah's Jenner but it takes a lot of patience and maneuvering to make it work. I inevitably end up too impatient and want to brawl.
So yay on new map but darn on the new data centre. There goes my 7 ms ping.
anyway the whole idea of the 'LRM meta' is really silly. LRMs aren't any more powerful than any of the other various long-range weapons and have a variety of specific disadvantages.
I think a lot of the complaints about them stem from them being sort of a 'win more' type of weapon; when your team is already losing or positioned poorly, a few LRM mechs on the other side can exacerbate those issues. But you'd probably have lost to direct fire mechs anyway, it might've just taken a bit longer.
to whatever extent they actually might be overpowered, they're overpowered in a way that requires good coordination to leverage which (imo) isn't really bad.
2 words.
Earthquake Simulator
It was annoying with IS LRMs. But now that ALL the god dammed missiles in the nicely streamed out Clan LRMs shake you like a Parkinson patient having a seizure. And when you have 80 LRMs hitting you over a 5 second time period, it make it impossible to do anything. Even turning is impossible because with the image tearing from your FPS dropping down to single didgets, you cant see shit!
okay, but if you're taking combined fire from three mechs you either positioned yourself badly, or your team is already outnumbered and losing (or both.)
do lots of people experience huge fps drops in the presence of LRMs? My PC/settings aren't anything amazing but I do avoid that problem
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I just did science guys, and it turns out you can squeeze 2 ER Large Lasers into a Jenner,
Yeah I think I ran that for a while on my Sarah's Jenner but it takes a lot of patience and maneuvering to make it work. I inevitably end up too impatient and want to brawl.
So yay on new map but darn on the new data centre. There goes my 7 ms ping.
Well I only ran one match, and it was Rivercity night which isn't exactly a stellar map to test anything but LRM boating on.
I definitely like having a long range poke. Maybe I'll dump one of the ER LL and put 3 Mlas on in its place so I still have long range poke but short range rapid fire..
It seems like I've fallen into the trap of insisting on having at least two different effective range weapon systems on every mech or I just can't bring myself to pilot it. What I mean by that is say, 2x CERLL+4X CERML or the like. I want to run an SRM brawler but I just can't not have a long range poke of some type because what if I drop onto Alpine?
Basically what I'm saying is PGI should let us queue with 2-3 mechs at a time and pick the one best suited to the map. Even if it means you have to bring two of the same weight class to keep the matchmaker from shitting itself, it would be a vast improvement, imo.
The "LRM Meta" is mostly pubbies increasingly realizing that, in the solo/small group queue, LRMs allow you to inflict high damage with little risk or effort. The usual pubbie LRM boat is almost a bot--they're executing a very simple program of "stay generally towards the back and fire missiles at anything I lock". It's very easy to do, and in many circumstances will result in decent performance as measured by the match outcome screen. You don't have to aim or expose yourself to hostile fire.
The skill ceiling on LRMs is pretty low, and they're of little use against organized 12-man teams. But the skill floor is much higher than for other weapons. It's also very easy to boat LRMs on clan 'mechs--since you don't need to maintain line of sight, you aren't under much pressure to fire everything at once and then get clear. This means you're free to fire groups of LRM launchers in succession to avoid heat penalties without much drop in effectiveness.
Posts
http://steamcommunity.com/id/pablocampy
I will say that there are a lot of LRM's now, which is probably a combination of Clan mechs being able to pack them at minimal tonnage costs along with a trial mechs having LRM options. I got lazy the other day and tried the trial Kintaro which packs LRM5's because I was basically too lazy to switch out gear on a mech, and it performed quite well.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
Part of the problem, if there is one, is that the ubiquity of LRMs on most every team means you have to have ECM. Often multiples, backed up with as many Radar Dep modules and AMS that your team can spare. If your team is short, you're at a marked disadvantage.
I don't know if it's an issue per se, but it's something to keep an eye on. When it reaches PPC/Gauss-pinpoint-alpha-bullshit levels of frustration, then we'll know there's a problem.
I think the time to break lock needs to be reduced or add in some missile fratricide (multiplicative effect with AMS).
It sucks when you get that random match where there are a couple of Stalkers and a Battlemaster along with a Commando spotting for them, but I'm not so sure that's any more deadly then randomly coming across a couple of meta boats in a match piloted by people who can aim.
Anytime I've died to LRM's I can trace it back to making a bad decision.
That said, I wouldn't be opposed to them changing the way LRM mechanics work. If you were required to maintain your own lock for direct fire, and if locking for indirect fire was only possible if your target was TAG'd or NARC'd, that might make for some more interesting gameplay.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
I have a Prime build (3xERLL, 2xMPL, 2xMG) that I kinda like....but after basically setting my mech on fire last night in a match, I realized my fire control is no good in the face of so much heat. Damn ghost heat.
So I'm looking at a build like this to rebuild it:
[TIMBER WOLF-PRIME]: 3xCMPL, 2xCLPL, 2xCMG, Clan XL375, DHS, Endo, Ferro
I'm not wholly convinced this is a good build, though. It feels like it lacks punch. It looks like with a torso-swap I could go to this:
[TIMBER WOLF-PRIME]: 4xCERML, 2xCLPL, 2xCMG, Clan XL375, DHS, Endo, Ferro
It seems better in terms of raw alpha potential, but then I wonder if I'm putting myself back in hotseat territory.
So: a laser-build Timber Wolf, no missiles. Help me, oh Oosik brain trust.
Time To Kill
Now see I was thinking it was something different like Total Team Kill or something, but that didn't make sense in the context.
Now I want an announcer in MWO to announce things like "Headshot!" and "Multi-kill!"
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
Calling @Nips
Don't temp me, Padre. You know I'd do it. The narrative urge, it's in deep...
...and it would be be nothing but Gorn Arming is on a Rampage!
I think Gorn is using an illegal and dangerous DNI.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
Between a Lawyer and an Engineer, I can't imagine a world where we can't make this work.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
And as an extra twist, you wouldn't be able to see their damage dolls to know where to aim
But you'd see them on the map
Yup! Look for the scorch marks! I'm gonna call it "realism mode"
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
I'm actually considering this for Bash 5 at the end of September.
Two IS Lances vs a Clan Star.
Well yeah, we WANT people to know where each other are so that they'll actually fight instead of hill hump!
MWO: Adamski
anyway the whole idea of the 'LRM meta' is really silly. LRMs aren't any more powerful than any of the other various long-range weapons and have a variety of specific disadvantages.
I think a lot of the complaints about them stem from them being sort of a 'win more' type of weapon; when your team is already losing or positioned poorly, a few LRM mechs on the other side can exacerbate those issues. But you'd probably have lost to direct fire mechs anyway, it might've just taken a bit longer.
to whatever extent they actually might be overpowered, they're overpowered in a way that requires good coordination to leverage which (imo) isn't really bad.
that's why we call it the struggle, you're supposed to sweat
I realize I'm on something of an opinion island with this though so I'm not going to argue about it too much
also, if you were under a comparable amount of fire from equivalent-weight PPC/AC/gauss mechs, you wouldn't be worried about screen shake or stunlock because you'd just be dead
that's why we call it the struggle, you're supposed to sweat
Yeah I think I ran that for a while on my Sarah's Jenner but it takes a lot of patience and maneuvering to make it work. I inevitably end up too impatient and want to brawl.
So yay on new map but darn on the new data centre. There goes my 7 ms ping.
that's why we call it the struggle, you're supposed to sweat
2 words.
Earthquake Simulator
It was annoying with IS LRMs. But now that ALL the god dammed missiles in the nicely streamed out Clan LRMs shake you like a Parkinson patient having a seizure. And when you have 80 LRMs hitting you over a 5 second time period, it make it impossible to do anything. Even turning is impossible because with the image tearing from your FPS dropping down to single didgets, you cant see shit!
do lots of people experience huge fps drops in the presence of LRMs? My PC/settings aren't anything amazing but I do avoid that problem
that's why we call it the struggle, you're supposed to sweat
Well I only ran one match, and it was Rivercity night which isn't exactly a stellar map to test anything but LRM boating on.
I definitely like having a long range poke. Maybe I'll dump one of the ER LL and put 3 Mlas on in its place so I still have long range poke but short range rapid fire..
Basically what I'm saying is PGI should let us queue with 2-3 mechs at a time and pick the one best suited to the map. Even if it means you have to bring two of the same weight class to keep the matchmaker from shitting itself, it would be a vast improvement, imo.
The skill ceiling on LRMs is pretty low, and they're of little use against organized 12-man teams. But the skill floor is much higher than for other weapons. It's also very easy to boat LRMs on clan 'mechs--since you don't need to maintain line of sight, you aren't under much pressure to fire everything at once and then get clear. This means you're free to fire groups of LRM launchers in succession to avoid heat penalties without much drop in effectiveness.