Meme SR-3 "Clan Lurmgasm" (6xcLRM20, 3xcERML, 1xcTAG, cAP, STD325)
5/5,

1 rating

Thread in 'SR-3' started by Remover of Obstacles, Sep 17, 2023.

  1. Last edited: Sep 17, 2023
  2. Big Rico

    Big Rico Active Member

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    17
    I know it's listed as a meme, but I feel like it was much more potent when tried out. Being able to fire two groups of LRM 60 is nuts. Only way it gets better than that is if there was a missile hardpoint in each arm so you could fit Artemis XD 10/10 build
     
  3. Big Rico

    Big Rico Active Member

    69
    19
    17
    5/5,
    Let it rain
     
  4. Glad you are enjoying it.

    I found the 6xATM9 version to be much better for me personally. More components destroyed and kills. Different playstyle and range.

    Clan LRMs are still pretty bad. Even with 'good damage games', I felt like I was not putting out any real significant damage. Someone make the comparison more like sanding the entire mech surface instead of punching through armor.
    If you need to carry Tag for stealth mechs, have BAP/AP for ECM, get direct LOS and hold lock, and then have 2500 missiles to get north of 500 damage, it may not be the best weapon system out there. You mileage, of course, may vary massively.

    Also, with the thunderbolt out, we are seeing how bad clan LRM tracking really is, especially at close range.

    https://mwomercs.com/forums/topic/286982-thunderstruck/page__st__20 (Great to see an actual PGI post on their own forums.)

    We became aware of the tracking issue after we buffed the velocity in April patch.

    It hadn't been encountered before because there was no weapon that checked all the boxes for the issue to occur.
    -
    Using LRM flight tracking/logic(streaks don't use the same flight paths)
    - Higher velocity
    - Needed to be accurate inside 180m(with clan LRMs, the
    spread is so high you wouldn't notice a lack of accuracy anyways if you're just spraying point blank. A few (?!?!) missiles flying past wouldn't be a big issue)

    Against a target up close that is small enough, or even just moving laterally fast enough, thunderbolts will move quicker than their tracking algorithm can correct their movements. This wouldn't usually be a problem against standstill targets unless you were trying some extreme angles but it could happen against enemies strafing you.

    I haven't been paying much attention to balancing this month except for the Bullshark, but when I poked my head in to Cauldron what I essentially got was that the goal wasn't to nerf thunderbolts but to bring the velocity to just low enough that you can reliably hit your target. I'm not sure if there are more buffs planned to counteract it.


    See the most recent patch notes, they not only nerfed thunderbolt velocity (instead of fixing tracking), they also nerfed spread. (I had a break since March so maybe the Thunderbolt nerfs are warranted.)

    https://mwomercs.com/game/patch-notes
    Sorry for the tangent, but I don't see any LRM love or tracking fixes coming under the current administration.
    Note that HAGS got a significant heat buff (up to 22% reduction from current values). That would have been a nice offset buff for Thunderbolts or something along the lines of a missile health buff to make up for lost velocity.
     
    Last edited: May 28, 2024
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