Opinions? Other than IS LRM obviously being inferior now, I like the MW2 style close range LRM firing, it's still quite effective at ranges around ~100m
anything below 100m is useless imho, while 30% is still ok, below is a waste of ammo, unless its your last stand in terms of JJ i only really feel it while jumping AND firing, other than that the heat is very very low, which is fine with me
I'm more interested in the removal of splash damage for LRMs. Apparently each missile does exactly 2 damage to the component it hits now. Would expect this to dramatically change how LRMs feel when they hit a mech. Any impressions?
I disagree. The way clan LRMs are pissing their missiles makes them more vulnerable to AMS, I won't trade my IS LRM boats for any clan equivalent. As for the close range damage it drops pretty fast, it might add something as a last resort weapon but that's all. [quote author=Solahma link=topic=7407.msg48539#msg48539 date=1405462587] Apparently each missile does exactly 2 damage to the component it hits now.[/quote] SRMs (and streaks) deal 2dmg per missiles, LRMs only 1.1. But I agree, it might change how some mechs take damage from lurms.
I'm mostly curious how it would affect quicker mechs that would normally prefer SSRMs in their loadout. SSRMs are still more heat efficient but LRMs are capable of much better DPS.
... My brawler SHD and light mechs are DYING on this JJ change... Not cool. I understand they want to "shift the meta" away from jump snipers, but, DAMN they hit mediums/lights hard. Not f---ing cool!
JJs --- very little thrust now, basically only half of what they used to be. Poptarts have an obvious hard time popping now; you simply can't get enough lift to actually make a huge difference. Basically, they're reduced to enhancing maneuverability and turning, and even more importantly, reducing fall damage. Other than that, don't expect to get much use out of your Jets, at least not at this point. Also, they are quite hot, though not impossibly so. Basically, any time you're Jumping, your heat will not drop at all, or if it does, just barely. But for the amount of time you actually spend during a jump (what, 2 seconds, maybe 3?) the heat really doesn't seem to be too big of a deal. SRMs --- Not much to say; basically, they provide the same damage, but with more pinpoint precision on the specific components hit. This is really overall a good thing for players running them, as it means you're now likely to core/remove the component you're aiming for. LRMs --- Same as SRMs, more pinpoint precision on specific components, meaning the same damage but with generally better effect. Now to address the minimum range changes. . . . Totally awesome addition for devoted LRMers. Overall it just means more damage potential, though obviously you have to beware of wasting ammo on close range shots which could potentially be put to more damage-effective use elsewhere. But much more important than the generally minimal damage delivered inside that 180 meter range is the screen-shake/shock the enemy target suffers from those shots. Although the damage is reduced under 180 meters, the Visual and Sound FX are not reduced at all. So if you have a pesky light or medium inside your 180 meter range, and you wanna keep him off your back long enough for your friendlies to show up, simply launch a few LRMs at him, preferably chain-fired. It doesn't matter that you'll be doing next-to no damage, as the cockpit-shake he'll feel/see will be just as horrifying as it would be if he were at 300 or 600 or 900 meters. Even when an enemy is only 20 meters away, send a few small LRM volleys into his face; it's surprisingly effective. (I know this because an enemy Timberwolf did just that to me earlier tonight. I closed to 120 meters, but he launched his c-LRM 15s at me just the same; the Video and Audio FX were horrific, because at that close range, with absolutely no cover, EVERY SINGLE SHOT pounded into my poor 'Mech. Admittedly, I took very little damage from it; but it sure stopped my firing ability for those few seconds before my friends pounced on him. )
That's actually very disappointing to hear...I've been in my DWF all day to exp it up, so I hadn't gotten into close range vs clan LRMers at all, but if the impulse doesn't go down with the damage, then lights are gonna have a pretty bad time with this patch. Honestly, the ones that will fare best are gonna be the Kit Foxes and 3L's that tend to pick at people from longer range, since their ECMs will provide some good protection at least. Curious to see if the impulse values shift soon...
It is indeed. But at 100m its still effective. For example on a LRM60 TBR, most of the times 100m isnt hard to keep at all. And it means 30%*66=19.8 damage hitting your enemy at close range in addition to 3 CERMLAS 7x3=21 damage. That is true as well. But IMO it's easier to boat LRM on a clan mech, they disrupt your enemy on chainfire better, plus now they can work as a handicapped backup weapon.
I haven't noticed a distinct loss in my Victor poptart, but I was never one to jump super high. I have noticed it got MUCH better in my Highlanders. It's not what it once was, but it doesn't feel like a total waste anymore to have JJs on it.
@ Remarius --- A friend of mine did several runs in Testing Grounds, to test different JJ levels on various 'Mechs. For the most part, he said, the Clans with maximum JJs are still quite viable, especially the Mediums. (And really, 5 JJs is decent even now on a Victor, so the locked in 5 on the 50-ton Nova will be just fine).