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[Mechwarrior:Online] Weapon Rebalancing on the 21st. Oosik Sigs on P19
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It really is. If I ever get mountain line camo for some of my mechs, I'm going to join the Ham Brigade. Neapolitan camo is uniform.
Steam: stabbitystyle | XBL: S For Stabbity | MWO: stabbitystyle
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I can not agree on evidence that can be reproduced in Testing Grounds but not in-game. It is not goosery, you are playing in a controlled environment, which is of course going to give you different outcomes compared to real game statistics. I can not reproduce the results you are getting in Testing Grounds (Which i agree I get to in Testing Grounds) compared to real games. Of course it can happen on certain mechs such as Jager or the CPT but thats the way they are designed. I can torso twist on other mechs and not get any CT damage at from LRM's. This is including AS7's, DRG's, CN9's, and HGN's.
The code may be broken, I don't deny that, but that doesn't mean it's causing the problems you're explaining in-game. I agree it does happen on Testing Grounds, but I cannot get that in in-game normal matches. Even if i stand still and just torso twist i will still take minimum damage in the appropriate mech.
And yes, evidence thats from a testing ground aka a controlled environment that can't be reproduced in-game normal matches is sketchy.
Steam and Origin - BillGates91
LoL - BillBotNik
MWO - BillGates
And the targeted mech has to not get in cover in the meantime or torso twist away the damage. Or have an ECM mech facehug the LRM mech.
And ironically just to top all of that off? Shutting down due to overheating still means you can't get a lock to fire LRMs on the target. You can dumbfire on the position, but missile in air won't correct for the mech moving and home in.
I really think you're completely underestimating just how much LRM damage is going for the CT right now. They've got the exact same behavior as when they were really bad, they just have their damage bumped down somewhat. The core issue is that LRM damage should not be targeting the CT almost exclusively, just like streaks shouldn't, and they are. With or without Artemis, better than 90% of that damage is hitting the CT, even from 15-20 degrees behind a target. Even at 90 degrees off to the side of a target, a target might lose all the arm armor before the CT gets destroyed, which is ludicrous. And that's only with mechs that have decent-sized arms and humanoid torsos; anything with a CT that sticks out gets cored long before anything else goes. This is seriously, honestly, not-intended behavior, because missile splattering all over the front of a mech should not be focusing 90%+ of their damage on the CT. PGI didn't fix the missile bugs, they simply adjusted the missile damage so the bug was less of a problem. The problem just doesn't look as bad because, visually, the missiles are scattering decently; in terms of damage, they absolutely are not.
Oh, and the Artemis is largely superfluous for that CT damage. It increases it, but stock-standard LRMs will core the hell out of targets only somewhat worse than Artemis missiles will.
Except the dumbfire isn't spreading out the damage from a non-lock firing. Hitting a mech with LRMs deals major CT-focused damage, whether or not the LRMs are actually hitting the CT. In other words, you can core a shut-down mech with LRMs, without ever aiming at the CT a single time. You can a mech exclusively in the legs and the CT will take serious damage. So if you splatter LRMs across the side of a mech that's shut down, it's the center torso that takes the vast majority of the damage. That just doesn't make any sense at all, in terms of balance or code.
On top of all that, hitting a mech with LRMs is no way an achievement. Every other weapon in the game requires real aim to hit important parts of a mech, whereas LRMs require aiming in the general vicinity of a mech. There's simply no justification for LRMs dealing the CT damage they do for the effort that takes. Now, choosing when to fire is important, but actually hitting a mech with LRMs if you've got a clear shot is easier than with any other weapon in the game. And with that in mind, it's completely silly to expect that LRMs should be competing with the likes AC/20s and gauss rifles, when the only one of those requiring accurate aim are the non-missile weapons. If it required TAG to hit the CT reliably, that's something I could see as reasonable, but you don't need TAG at all for that.
And do keep in mind that I'm not saying that LRMs a huge problem right now. They clearly are not the major balance issue right now, and I'm not even attempting to refute that. However, when BAP gets better, ECM gets worse, and PPCs get balanced, were going to go right back to LRMs being overpowered (though not LRMaggeddon overpowered), because a Stalker with quad LRM15s will be handily coring Atlases in a couple salvos because of where all that damage ends up. Unless the Atlas is walking backwards, its CT will be soaking up ridiculous amounts of damage from a weapon that requires nothing more than keeping a crosshair generally near it.
I definitely want LRMs to be good for more than just boating, but they're just all kinds of fucked up right now, and not just in terms of not getting proper design attention.
LRM mechs have to take alot of other things in addition to just equipping LRMs. You need Artemis and Tag or else the missiles spread so much that at least half of them will miss a moving target.
No, again you missed the point. There is literally no point in firing on a shutdown mech because the missiles will not home. The mech will power up and move off the spot long, long before whatever missiles were on the way actually connect.
You don't actually use LRMs if you think hitting a mech with a worthwhile number of them is easy. Good luck maintaining a lock on a target you can hit with LRMs (ie not already behind cover and ideally within Tag range) without getting your face shot off. You're completely trivializing the state of "having and maintaining a clear shot".
And I'm not talking about LRMs being too easy to use right now. I wouldn't even bother trying LRM mechs right now to examine the problem, because I have no taste for having my face shot off while waiting for missiles to hit a target. When that's not such a huge PPC problem and we don't have assault mechs popping up and dropping out of sight to unload their armament before missiles can do anything, LRMs are going to have be revisited for balance because their current hit code is horribly messed up. And I said as much, by repeatedly stating that LRMs aren't a problem right now because the PPC issues completely overwhelm the problem.
And again, the issue is more of when to shoot than aiming to hit something when it comes to LRMs. A weapon that requires simply looking at a target to hit it should not be dealing CT-crippling damage. But right now, there are practically zero good LRM firing moments in matches because PPCs just shred the LRM user long before the missiles can hit the target. Regardless, LRMs should simply never automatically focus on hitting the most vital section of a mech by default; it's simply not the role of the weapon, and it doesn't take much user effort to make it happen. Pick the right time to launch, watch the target, loads of vital damage; it's absolutely begging to be abused if it stays like that.
There's a fat stack of good ways to balance LRMs and make them good combat weapons, but leaving the current LRM code as CT-stripping and adjusting damage is a shitty, lazy route. They need to go way, way up in speed, at the very least, but they also need to get proper spread back. The way they are now is ripe for trouble as soon as people can start looking over ridges again without getting vaporized down to a pair of large metal feet. Hopefully PGI is aware of that and they'll make the appropriate changes to the hit pattern at the same time they buff the LRMs, because buffing LRMs while they still focus CTs like this is going to wreck the game balance immediately.
LRMs are a pending problem, not a current one. Sorry if that was ambiguous somehow.
You are arguing about something that is probably going to be changed, both in balance and in mechanics. PGI has already said missile mechanics are being changed, but the problem is the way you are describing them as of right now is completely wrong.
You are in this current patch able to torso twist and distribute the damage to something that isn't your CT. It is easier to do on certain mechs then others, this is a given because of the way mech chassis are designed.
I honestly don't care if you can core a AS7 in Testing Grounds with LRM's because I literally just played a game on Forest, sat in the river, and had LRM's rain on me in my AS7-RS, and you know what? I torso twisted, and lost an arm and a ST before my core. You are testing in a controlled environment. You cannot, and i repeat cannot, reproduce the same effects in normal games unless you play like those dummy mechs. Those enemy mechs also had Artemis or a TAG/NARC on me because the LRM's spiraled.
LRM's do probably go for the CT you're right, and i never said they didn't, but it's entirely manageable pending you don't play like a test bot in the Testing Grounds.
So as i stated in my initial post, if you stand still and let the volleys hit you without trying to torso twist then yes they will hit you in the CT, but you can mitigate the damage, by torso twisting AND OR moving.
EDIT - TL;DR
SSRM's will ALWAYS hit the CT regardless of torso twisting or moving or otherwise performing a maneuver to attempt to counter the SSRM's, LRM's will NOT always hit the CT provided you take the proper counter-measures.
Steam and Origin - BillGates91
LoL - BillBotNik
MWO - BillGates
I am super unlucky, got a 7970 card on the cheap so can actually run this game. I am of course cock blocked by missing textures and invisible/shadow mechs. Which is apparently a new bug introduced by the latests patch. MW fix of course does nothing for me.
Sad is not the word but it is the first thing that comes to mind.
"I think I can comment on this because I used to live above the Baby Doll Lounge, a topless bar that was once frequented by bikers in lower Manhattan."
Eh, right now isn't the super-best time for getting into MWO anyway. A week after this next Tuesday is the next patch day, so they might have a fix for that along with (finally) a gameplay patch that will take the game back to something other than Total Waste of Time for new players. This would be a really awful time to learn, unless you're lucky enough to only be on when plenty of Oosiks are around.
Are you CONSTANTLY getting invisible/shadow mechs, though? I've had that issue a few times, but it was always intermittent and never consistent or permanent.
So if a mech is completely immobile, e.g. in training grounds, the missile has all the time in the world to maneuver and position to hit CT. But in a real fight, when a mech could be running over 100 kph and twisting all over, only a handful are going to find their way to CT. It's not every missile like SSRMs.
I mean, I've taken off arms and legs with LRMs in the past couple weeks. I've never done that with SSRMs. If you're standing on a hill sniping in a Jager or Cat and you don't hop behind a hill the second you see 40 LRMs streaming your way from across the map, you deserve to get cored in one volley. But even that isn't going to happen, because 40 LRMs only do 28 damage, which is not that devastating an alpha.
I had to uuninstall/reinstall the game and run the repair tool...I still get some texture issues on frozen city's terrain though
Also, do remember that PGI has specifically said that they have a new missile system in testing along with the missile HSR. I dunno why anyone is wasting energy arguing about missiles until after the next patch.
I get home tomorrow!
PAX 2013 STATUS - Badges: PURCHASED Hotel: RESERVED Vacation: Awaiting approval Plane Tickets: Waiting on vacation approval.
Preface: This is not for SRZ BZNS. I have a tricked-out 3L for that. This is for pissing around, just for the hell of it. But I want to not suck completely when I'm slumming.
I've been wrestling with a reasonable build for my neglected RVN-4X. It seems a shame to let those ballistic hardpoints go to waste.
(Yes, I know, boo hiss spit raven pilot go home, blah blah blah)
Here's some things I've tried or theorycrafted. All builds try to leave two tons for a pair of MLs, because I'm too chicken to take this 100%.
2xAC2 build - A punchy, long distance harasser, but seems to run out of ammo relatively quickly. Maybe a minute or so of constant fire? I think I'd like to just plink people to shake them up. Should I not be firing them linked if all I care about is cockpit-shaking my targets? In which case, why bother with two AC2's?
1xAC20 - Because one-trick ponies need love too (even though I'm hedging with lasers). But what to do about the relative lack of ammo? I think I managed to cram three tons of ammo in one build, but don't feel like it's enough.
1xAC10 - Trying real hard to be it's big brother AC20, but hedging for more space for....anything else. But if I'm flinging 10-point damage chunks, why not just go all PPCWarrior and never run out of ammo? Also, doesn't annoy like it's little brothers, and doesn't have the wollop of it's big brother, so....
1xUAC5 - First trigger pull, to damn near out of ammo in like thirty seconds? Is this even remotely workable?
1xLB10X - I juuuuust tried this build in Training Grounds last night, and fired an LBX for the first time. KABLAM is fun, and the ammo seems pretty plentiful...but how do you use this thing? The spread seems crazy.
I'm pretty sure most all of this could be addressed with a change in thinking, but I need a nudge here. My usual tactics (mostly panicking) don't feel like they'd hold up.
capnnips in MWO
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
LB-10X is even worse, bordering on useless. It's supposed to get its spread narrowed soon so hopefully that will help. Really though I don't see it ever being that great unless the component critical hit system is better implemented. If that happened and you could switch ammo types like in the tabletop that would be pretty sweet but I can't see PGI ever doing it, even though it doesn't seem like it would be that hard.
Scouts can mount the LB and shove it into the back of something and pull the trigger effectively if you want to go that route, but it is a bit heavy.
However. I ran an LB10X 2xMPL 2xSSRM2 TBT-7K with a maxed engine and speed tweak, and was very, VERY adept and just beating the shit out of lights in it. The LB10X is excellent for that.
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
I've had those frozen city issues since closed beta. Welcome to the AMD club.
MechWarrior Online: Khyber Pryde
Yeah, that map really hates being pretty. Weird how it's so intermittent in it's lack of texturing.
http://steamcommunity.com/id/pablocampy PSN:pablocampy
STEAM: Gasman1220 | My Backloggery
... To clarify, SSRMS don't care one bit about intervening parts on their glorious crusade against center torsos.
Frozen city night's problems aren't an AMD thing, I get the same thing with my Nvidia GTX670.
Edit: Maybe that wasn't what you meant.
Just keep flanking.
PAX 2013 STATUS - Badges: PURCHASED Hotel: RESERVED Vacation: Awaiting approval Plane Tickets: Waiting on vacation approval.
PAX 2013 STATUS - Badges: PURCHASED Hotel: RESERVED Vacation: Awaiting approval Plane Tickets: Waiting on vacation approval.
AC/2's would be my second choice.
AC/10 and LBX are not really recommended for reasons already discussed, and one Ultra AC/5 will just not do a significant amount of damage to anybody, especially since it'll probably be jammed half the time...
Depending on what their definition of "super buffed" is, this will very likely force me to finally get a -4P.
STEAM: Gasman1220 | My Backloggery
2 4Ps... 18 flamers... yeaaaaaaa......
I'm actually down for this right now
Alénthian, the Grace of Corellon in Dragon Slayers - AC:35, F:29, R:30, W:31
BURN BABY BURN
COCKPIT INFERNO
STEAM: Gasman1220 | My Backloggery
STEAM: Gasman1220 | My Backloggery
Missile damage does really weird things, though, and PGI's "fixes" just make it act weirder. I think this came up before in an older thread. Case in point: They scrapped the idea of removing splash entirely (in favor of nerfing damage across the board) because splashless missiles would magically applied all damage to CT - a dev flat-out said they had no idea why. I hope the automated QA process helps get them a better grip on game mechanics.
Also, there's a known bug in which all missile damage can spontaneously apply to a single CT section for no reason. I've had back CTs blown out with a single volley hit from the front, and this was pre-LeRMaggeddon. Missiles are just kind of off right now.
Though maybe if/when they start implementing heat damage at levels below "override and be above 100%" (because being at 90% heat and shooting 6 PPCs should flash fry the pilot) we'll start seeing internal damage, ammo cookoff and more sluggish turning/movement.
I still think the LBX is a poor choice in all roles, against all weight classes, and on all maps. It's a gimmick; if you're really trying to win you're always better off with something else.
StarCraft II User Name: DeadMenRise