So currently game-play wise the two biggest concern I have is the net code, sometimes warped hit-boxes and LRMs dominating the battlefield...I mean brawler Mechs even build with them now. Patch 4th June TUNING • LRM Tuning: o Time to missile lock reduced from 3 seconds to 1. o Damage increased. o Area damage increased. o Overall accuracy increased. Patch 19th June TUNING • Missile Tuning: o Missiles now deal reduced splash damage to the head component. Specifically the Head only takes 66% of the splash damage caused by missile explosions. o LRMs now take a direct path towards a target to which you have a direct line of fire. Patch 12th July Damage decreased Initial heat/sec generated in ****** user decreased After 5 seconds, the heat/sec generated in the user of the ****** begins to increase (by 10 seconds it's double the initial amount, by 15 seconds it's triple, etc) LRMs Increased the range on all the LRMs to 1000 m Increased ammo per ton by 50% for LRMs. Adjusted the spread of the LRMs and the speed at which they travel within their spread August 28th GAMEPLAY • Closed weapon bay doors on Catapult and Centurion provide a 10% damage resistance for that component. • LRMs will only track targets while targeting information is maintained. While target information is lost, they will travel towards the last known position of the target. • Adjusted LRM flight paths. • Increased LRM damage. Patch September 4th LRM’s can lose lock if target lock is lost by the firing player to the target. LRM’s can regain lock if lock is regained by firing player to the same target it was lost to. Chain Fire: To enable/disable selected weapon group (vertical highlight in weapon group readout) to use chain fire, press backspace. Auto-Target/Target Tuning Acquiring full target information on a target is significantly faster and depends on your distance from the target. At < 100m, full target info is gathered in 1 second. At < 500m, full target info is gathered in 3 seconds. At > 500m, full target info is gathered in 5 seconds. September 18th New Items: TAG laser and Narc Beacon have been added to the game. The Narc beacon fires a missile that does no damage but sticks to enemy Mechs, the TAG fires a laser that does no damage but "paints" a target. When a Mech has a Narc beacon stuck to it and/or is being designated by a TAG laser, missile locks against it are achieved faster, take longer to break, and the missiles home in better. When you target enemy Mechs, you will see icons indicating if they have been Narced and/or TAGed. The Narc beacon uses a missile hardpoint and requires ammo. The TAG laser uses an energy hardpoint. September 28th Target Info Gathering This module will decrease the time required to get full detailed information on your target by 25%. This module does not stack if you try to equip more than one on your Mech. This module will, however, stack with the upcoming Beagle Active Probe. October 8th · LRM15 and LRM20 have a reduced chance of hitting the ground when fired at a near target · Target will no longer be lost when target Mech shuts down due to overheating · Chain fire will no longer hiccup when trying to fire disabled weapons · LRMs no longer lose tracking when fired just off of a close locked target I dare argue the changes done in addition to the damage doubling made the LRM a bit to powerful in comparison, as most people were still not using the LRMs while the changes were done and when TAG and NARC alot of people started using them.Hence any metric the developers had was propably skewered. The impact chain fire had on efficiency of LRMs is significant, etc Any thoughts?
Wait until things like Artemis come in to game (if they do); LRMs will take on a whole new level of cheese. It seriously will become LRMWarrior: Online.
Yeah I agree on that one..I'm trying to find a way to present it, as I want LRMS to be viable, yet I think it could be inline with damage of the AC20/SRM6s. The changes that have been done have had a severe impact on LRM being even viable in brawling Mechs already. Artemis will make LRMS a choice for brawlers higher than an AC20. News on Artemis in here
Well here's the thing. Double Armor led to the issue of doubling the damage of certain weapons like the LRM. Then why double armor at all? I think a lot of balance changes were made without foresight into how it would affect the entire system of balance as a whole, since certain items were not included yet, like Artemis or C3 units. Same thing with certain weapons like the Autocannon. Throughout the entire Closed Beta I championed better ways to improve them, but each time they were 'fixed,' certain AC's were made obsolete while others just became broken. For example, the UAC/5 used to be the only AC worth taking, especially if you chain-fired 2 of them. Then it became broken with the Jamming Mini-Game. Next, AC/2's, while they are indeed supposed to be the fastest, longest range AC, again became the only AC worth taking, since 2 or 3 out DPS an AC/20. Basically certain weapons like the Autocannon haven't been balanced proportionally the rest of their types or without foresight into weapons to be included later on (The entire UAC and LBX series, Rotary AC's, etc.). There are others many interconnected issues though, since these are just a few examples.
Highest damage, don't think that is the imbalance -DPS though is, reasoning behind my argument for that would be that the DPS is higher than in the tabletop version of the game due to fire rate etc.. Double the DMG and increasing the DPS, increase the precision, lock time and all that stuff and we have the current game in balance... LRM is a streak missile on steroids [TABLE=width: 500] [TR] [TD]Weapon[/TD] [TD]Damage[/TD] [TD]DPS[/TD] [TD]HEAT[/TD] [TD]HPS[/TD] [TD]Recycle[/TD] [TD]Duration[/TD] [TD]To do 100 dmg[/TD] [TD]100=/+ dmg/Alpha[/TD] [/TR] [TR] [TD]LRM20[/TD] [TD=align: center]40[/TD] [TD=align: right]8,42[/TD] [TD=align: right]6[/TD] [TD=align: right]1,26[/TD] [TD=align: right]4,75[/TD] [TD=align: right]0,00[/TD] [TD=align: right]11,87s[/TD] [TD=align: right]3[/TD] [/TR] [TR] [TD]LRM15[/TD] [TD=align: center]30[/TD] [TD=align: right]7,06[/TD] [TD=align: right]5[/TD] [TD=align: right]1,18[/TD] [TD=align: right]4,25[/TD] [TD=align: right]0,00[/TD] [TD=align: right]14,15s[/TD] [TD=align: right]4[/TD] [/TR] [TR] [TD]LRM10[/TD] [TD=align: center]20[/TD] [TD=align: right]5,33[/TD] [TD=align: right]4[/TD] [TD=align: right]1,07[/TD] [TD=align: right]3,75[/TD] [TD=align: right]0,00[/TD] [TD=align: right]18,76s[/TD] [TD=align: right]5[/TD] [/TR] [TR] [TD]LRM5[/TD] [TD=align: center]10[/TD] [TD=align: right]3,25[/TD] [TD=align: right]2[/TD] [TD=align: right]0,62[/TD] [TD=align: right]3,25[/TD] [TD=align: right]0,00[/TD] [TD=align: right]30,75s[/TD] [TD=align: right]10[/TD] [/TR] [TR] [TD]SRM6[/TD] [TD=align: center]15[/TD] [TD=align: right]3,75[/TD] [TD=align: right]4[/TD] [TD=align: right]1,00[/TD] [TD=align: right]4,00[/TD] [TD=align: right]0,00[/TD] [TD=align: right]26,66s[/TD] [TD=align: right]7[/TD] [/TR] [TR] [TD]SRM4[/TD] [TD=align: center]10[/TD] [TD=align: right]2,67[/TD] [TD=align: right]3[/TD] [TD=align: right]0,80[/TD] [TD=align: right]3,00[/TD] [TD=align: right]0,00[/TD] [TD=align: right]37,45s[/TD] [TD=align: right]10[/TD] [/TR] [TR] [TD]SRM2[/TD] [TD=align: center]5[/TD] [TD=align: right]1,43[/TD] [TD=align: right]2[/TD] [TD=align: right]0,57[/TD] [TD=align: right]3,50[/TD] [TD=align: right]0,00[/TD] [TD=align: right]69,93s[/TD] [TD=align: right]20[/TD] [/TR] [TR] [TD]SSRM2[/TD] [TD=align: center]5[/TD] [TD=align: right]1,43[/TD] [TD=align: right]2[/TD] [TD=align: right]0,57[/TD] [TD=align: right]3,50[/TD] [TD=align: right]0,00[/TD] [TD=align: right]69,93s[/TD] [TD=align: right]20[/TD] [/TR] [TR] [TD]Gauss Rifle[/TD] [TD=align: center]15[/TD] [TD=align: right]3,75[/TD] [TD=align: right]1[/TD] [TD=align: right]0,25[/TD] [TD=align: right]4,00[/TD] [TD=align: right]0,00[/TD] [TD=align: right]26,67s[/TD] [TD=align: right]7[/TD] [/TR] [TR] [TD]AC20[/TD] [TD=align: center]20[/TD] [TD=align: right]5,00[/TD] [TD=align: right]7[/TD] [TD=align: right]1,75[/TD] [TD=align: right]4,00[/TD] [TD=align: right]0,00[/TD] [TD=align: right]20,00s[/TD] [TD=align: right]5[/TD] [/TR] [TR] [TD]U/AC5[/TD] [TD=align: center]10[/TD] [TD=align: right]9,09[/TD] [TD=align: right]1[/TD] [TD=align: right]0,91[/TD] [TD=align: right]1,10[/TD] [TD=align: right]0,00[/TD] [TD=align: right]11,00s[/TD] [TD=align: right]10[/TD] [/TR] [TR] [TD]ERPPC[/TD] [TD=align: center]10[/TD] [TD=align: right]3,33[/TD] [TD=align: right]13[/TD] [TD=align: right]4,33[/TD] [TD=align: right]3,00[/TD] [TD=align: right]0,00[/TD] [TD=align: right]30,03s[/TD] [TD=align: right]10[/TD] [/TR] [TR] [TD]Large Laser[/TD] [TD=align: center]9[/TD] [TD=align: right]2,12[/TD] [TD=align: right]7[/TD] [TD=align: right]1,65[/TD] [TD=align: right]3,25[/TD] [TD=align: right]1,00[/TD] [TD=align: right]47,16s[/TD] [TD=align: right]12[/TD] [/TR] [TR] [TD]Med. Pulse Laser[/TD] [TD=align: center]6[/TD] [TD=align: right]1,60[/TD] [TD=align: right]5[/TD] [TD=align: right]1,33[/TD] [TD=align: right]3,00[/TD] [TD=align: right]0,75[/TD] [TD=align: right]62,50s[/TD] [TD=align: right]17[/TD] [/TR] [TR] [TD]Small Laser[/TD] [TD=align: center]3[/TD] [TD=align: right]1,00[/TD] [TD=align: right]2[/TD] [TD=align: right]0,67[/TD] [TD=align: right]2,25[/TD] [TD=align: right]0,75[/TD] [TD=align: right]100s[/TD] [TD=align: right]34[/TD] [/TR] [/TABLE] Disclaimer: Assuming 100 percent hits Now moving onto the damage itself of LRM WAS quite high before the double damage, just nobody played with it.. As the initial Nerf of it was so severe I presume that most didn't think it was viable until NARC and TAG got introduced. Considering all the tweaks in between the lock on only one second and things that upgrade the lock-on, etc..
I agree with the OP we all have seen how LRM's are currently dominating our gameplay. I might be suspect while saying they are OP as i favour brawler builds up close and personal :wink: We need more balance so we can actually meet head on the battlefield without being swarmed by the rain of death. Today i made the exception of using LRM builds and it felt almost unfair to hit other players working hard to remain intact. It felt like easy mode. Look at map sizes for example.Range,places to take cover etc so much i can name only a few as example. Perhaps stacking penalties could be useful to prevent all this damage being applied via the current builds.
I started running with my group with 2 Atlas K with Dual AMS and 4 tons ammo each and 2 other guys with ams stay within 100m and you barely take damage.... I think if they did one or the other... Increase the spread of LRMS and how many hit or lower the damage back to 1 per missile it would help things allot.
While I agree with the things mentioned here there are also AMS that barely anyone uses. It doesn't solve everything but sure helps mitigating some of that damage.
You also need to remember that 3/4 of the trial mechs come stock with LRMs right now. Most actual premade teams will run with two or three LRM mechs. Anything more than that and another team, that actually communicates, will destroy you. Most LRM boats don't have enough real close range damage support to stop others from hitting them hard and fast (Jenners). Most of the time you're facing pugs and most of the time there are a LOT of trial mechs in those matches. As MM gets fixed, note phase 1 tomorrow, you'll start seeing less and less overall LRM boats. Right now, I blame the ubiquity on trials.
If pre-mades consisted of 8 players sure; but they are limiting things to 4 man premades now which means you will see a lot more LRM boats than just 2-3 per team because nobody in either Pre-Made can guess that the other Pre-made on their team is doing.
Sure, for now. Supposedly a few weeks from now we'll be hitting Phase 2. Small premade teams of four are generally better taking 1 LRM to ensure survival, maybe 2. However the other two mechs in that premade will be doing a lot of work to take up the possible slack of having pugs in their group. Note I said possible, because having done a lot of 4man premades to prepare for this, it is very possible to get puggies to work as a group. Helps to let them know they have a premade on their side. Probably still see a lot of LRM boats, but I expect to slacken off as people buy their own mechs and phase 2 gets put into place.
Easy... Almost every other weapon besides LRMs can be aimed and they converge where you are aiming. That alone makes up for double armor, in fact makes it necessary. LRMs on the other hand, you have no control over where they hit, and their damage is spread all over the mech... Which is exactly how they worked in TT as well. So it makes sense that they do the same relative damage to armor as TT.
Unfortunately the way most weapons are featured in MWO are very poor. I look to MW:LL as the model MWO should be looking up to. Yeah, I said it.