LRM Nerf?

Thread in 'MechWarrior Online' started by FuzzyBunny, Aug 1, 2013.

  1. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Anyone else who is really familiar with LRM use notice a huge nerf hit with this last patch? I know they 'corrected' missiles that were doing more damage than intended, but I seem to have lost about 50% effectiveness.

    In the last match I played I had a Victor calmly walk toward me in full line of sight at around 350 - 400m. I hit him with around 12 ALRM 15 waves head one before he finally dropped, and he was already damaged.

    I used to pull 400-800, now I'm averaging 200-400 damage? Can anyone else verify this?
     
  2. Tsume Eiranis

    Tsume Eiranis Well-Known Member

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    I've had no such feeling, my LRM Catapult was doing the same damage as before... I will take out my Awesome tomorrow to check, though.
     
  3. The Verge

    The Verge Moderator Staff Member

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    FB, are you running any TAG or BAP or +A? if anyone else has this issue, please include for reference.
     
  4. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    I am running all three. I've had sever damage loss in both indirect, no biggie as its expected, and straight on direct fire. I've tried a solid wall of 60, and chain fire waves of 15. Nothing seems to come even close to the damage I was doing only a week ago.
     
  5. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Holy God, yes. Even with Artemis... Just ridiculous. 720 rounds of LRM used up, I'm certain that only two volleys completely missed target. (I'm very careful with my shots on LRMs) and only scored 310 damage??? Including my 2xMLas hitting several targets up close for 30-40 seconds of engagement?? I'm pretty sure I got more damage out of 2 tons of lasers than 32 tons of LRMs+Ammo! That is an unrealistic nerf.

    I agree, they were pretty overpowering when a team had two or three LRM boats throwing out a few hundred missles every 4-5 seconds, but, to make them completely useless like this? And I did not see any mention of this in the last patch notes. Was it an AMS buff? Was it LRM grouping nerf? Damage still is 1.10... I rarely run LRMs... but I don't like this at all. Even as the guy who usually DIES to LRMs, this is harmful to strategic gameplay.
     
  6. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Thank god I'm not the only one. I thought I was going crazy.
     
  7. The Verge

    The Verge Moderator Staff Member

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    I ran a single LRM 15 with no Tag, +A, or BAP. on the BP last night, and I killed a mech at around 400m with just that LRM. I don't think it is a server issue, I think it is a client issue. Try using the repair tool and see if that helps. if not, do a clean install.
     
  8. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Ran the repair tool, found nothing, fixed anyhow. I ran some test matches in my Awesome and still found the damage to be much lower than before patch. I'll try to FRAPS a match to show what I mean, but people might not notice unless they are really familiar with what LRMs is to do before patch.
     
  9. Blagg Zear

    Blagg Zear Star Lord

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    I do much less damage, simply because of the longer Cooldown time after latest Heat Penalty Rule. Now i usually fire one or two less Alpha.Volley before Overheat and often im forced to Chainfire. Thats a huge difference for the final damage score.
     
  10. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Alright I got a video recorded. I loaded up my standard AWS Whoosh build. I hit mechs with both direct, indirect, a full 60 load, and chain fire. The end damage seemed very low. Some stats from the match:

    I started with 1620 rounds
    Ended with 435
    Shot 1185

    I estimate I had around 630 good hits.

    I did 319 damage....

    I realize you will lose some to the ground, and I didn't even count the ones I shot at the lights, which I think I landed some on. Plus the ones I couldn't confirm the hit to just losing the lock before impact. Even worse case 319 damage just seems way low. The only kills I got were kills done to something almost already dead. The only 'good' hit that did what appeared to be real damage was when I killed the Atlas. Anyhow, here is the video:

    http://www.youtube.com/watch?v=uw68DyqLAbg
     
  11. The Verge

    The Verge Moderator Staff Member

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    I think the only reason you did more damage to the atlas is the fact that he was tagged. I'll try dropping tonight and see if I can repeat your issues.
     
  12. enileph

    enileph Star Lord

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    Interesting... Does that mean we don't need to caddy AMS anymore? Yay!
     
  13. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    I also tagged the hunch and cat, the effect was different. No bap on that build but I have run it with and there was no difference in damage just lock time.
     
  14. Grimarch

    Grimarch New Member

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    Im not an LRM guy but some of my build have it, however my main Atlas has been vulnerable to LRM's in the past but at the moment unless im stupid enough to be in the open and tagged LRm's are not a big concern, so yes something has changed....
     
  15. Tsume Eiranis

    Tsume Eiranis Well-Known Member

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    Hopped into my Awesome 8R, packing:

    - 2 x LRM 15s
    - 2 x LRM 10s
    - Artemis
    - BAP
    - TAG
    - 1620 Missiles

    Two matches

    1) Frozen City

    Fired ~45% of my ammo, did 194 damage, died last. Fired quite a few salvos into the geometry, though

    2) Canyon Network

    Fired 100% of my ammo, did 350+- damage, 2 kills, 5 assists, most of those during a brawl at Epsilon where we annihilated the enemy team.

    Granted a few salvos rained into the bridge nearby Eps as well as cover and some shots were fired at a Jenner but man... whatever they supposedly "fixed" with LRMs hurt their damage.

    I was in the upper bracket of damage done in that match, a lot of pin point damage from our team, but still... they feel definitely lacking.
     
  16. Lan

    Lan Mech Wrangler

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    Didn't they say something about unintended missile damage like FuzzyB said?

    Checked the patch notes, under bug fix.

    Suppose they broke something when fixing that?
     
  17. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Or it's a stealth nerf to try and remove LRM boating. I can't think of a reason to run a LRM as a primary weapon system currently. The only thing it does is disrupt through shake and explosions.
     
  18. The Verge

    The Verge Moderator Staff Member

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    I still don't know what your on about. LRM tracking is terrible, but the damage is fine. I've run a dual LRM 15 A1 and I blasted a QKD at long range as he was sniping. I still find them viable. even without +A, TAG, but BAP is quite nice.
     
  19. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Perhaps we had different views of what they were like before. I've run over 200 matches in just my Awesome alone and I can say with out a doubt the damage out put is less now than before patch. I was chain firing before patch, I am chain firing now. It takes way longer to kill someone most of the time.

    Did you have a lot of experience in a pure LRM boat before the patch? Weather or not they are viable now as a primary weapon system is debatable, but that isn't want I'm trying to address. What I'm trying to address is the disparity in damage.

    Look here is a couple of games running the same exact mech:

    [​IMG]

    [img width=650 height=505]http://i198.photobucket.com/albums/aa166/FuzzuBunny/MWO%20Screenshots/2013-06-0723_56_17-MechWarriorOnline_zps9d853e6c.jpg[/img]

    I haven't been able to break 350 consistently since this latest patch. The damage on the FRAPS game was only 319. I wasn't that much better in the pictured games then in that game, the damage just wasn't there.
     
  20. Tsume Eiranis

    Tsume Eiranis Well-Known Member

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    Vergere, when you carry a main weapon you expect it to be your main damage dealer. You have to sacrifice a lot when you carry an LRM 50 on an Awesome 8R, your entire build is focussed on this.

    It would be similiar to a Firebrand with 2 LLas and 2 AC5s... you expect both to do damage in a match that goes favourable for you in both instances.

    I carry 1620 rounds, 9 tons, of LRM ammo in my 8R and have a damage potential of 1782. No other Mech I have in my Mechbay has this potential when it is ammo dependant. My Quad AC2 Jager has the ammo for maybe 1350 damage if all shots connect... and it outdamages my LRM boat as it stands right now.

    So either my shots MOSTLY miss if I only do 320 damage out of 1782 (all ammo fired) or something is wonky with hit detection/damage registry on LRMs.
     
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