on the topic of radar dep: Its a must, objectively. It is near impossible to argue any other skill, regardless of node count, has as big an impact as Radar Dep. It is THE reason why LRMs are still in a rough spot even when theres no ECM on the field. It is also crucial for depriving the enemy of knowledge of your movements. Its just broken, fundamentally. MAYBE if you made it so it capped at 50% rather than 100% it would be a debate but if it took you 91 points to get 100% dep, most high tier players would make that trade.
On Radarderp: why not increase the amount of nodes needed? Instead of 20% per module do 5% and without preequisit. That way to actually get 100% radar derp you need a whopping 20%. This would also buff the mechs that have it as a quirk. Right now those quirks are worth MAYBE 1-3 points , then it would be at least 4. Do it like with the CD nodes. 16 in total, each worth 5%, 80% in total so you cannot get to 100% unless the mech is quirked. Other (even logical) ideas would be: put a weight modifier only it. Lights lose lock a lot fast than assaults. You could even make it dependant on movement, like if you just stand still and the other guy loses sight due to him moving he will still keep locks longer than if you too are moving, but I get that that is a more complicated change. The other one with just weight I imagine should be pretty easy... Also the increase given is not percentage, so why is the decrease? I think the base locktime after losing visuals is like 4-5 seconds and you get additional 0.7s per node (for math I will assume 5 + 3.5). Just make the reduction nodes each worth 0.5 each, so you need 10 for normal locks and 17 for increased locks.
I really do think a modifier based on some combination of tonnage and speed would be a good way to deal with variation in radar dep. I also think variation among mechs would be flavorful. Some mechs are barns and some are quite a bit more streamlined. It seems to me that nearly any system would be fine, but I like flavor of the above options. What really takes any solution to a breaking point is when there is too much (arbitrary I know) variation in the benefit of any one option.
Now that we are in a time of every match being between 100 ton ECM Snipers and High Alpha lights, I totally approve of Lurms for the Lurm God even more.
I think we're about as likely to see something done about Radar Dep as we are to see something done about MGs. I know it would be unbalanced (not that this isn't it's own form of unbalanced) but I'd give my right hand to play just one match with all the numbers being as close to the tabletop as the engine allows. No ghost heat. Some sort of entirely ignorable custom mech quirk if you're not running stock. The whole 9 yards. You will never convince me that the "meta" would be any worse to deal with in that sort of setup. I know, I know, Living Legends. Call me when there's a mechlab and we'll talk.
The ubiquity of ECM is an unfortunate development making LRM build very difficult to play well. Nice video! Seems like cutting back on the number of ECM mechs available as well as reducing the radar dep values would both be good moves to restore the viability of LRM builds.
Radar derp and target decay should counteract each other (though I suspect that fully skilled target decay should beat fully skilled radar derp). I think the easiest is that radar derp should be -Seconds instead of %. With a 0.7 second per node on Target Decay, if the math for Radar Derp could be changed to subtracting time instead, I think -1 second per node would be good. 3 levels of radar derp would counteract unskilled target decay, and fully skilled target decay (+3.5 seconds) would be reduced to 1.5 seconds versus fully skilled radar derp. -1.1 per node would bring it down to 1 second, which might be enough that skill at keeping someone in LOS could be a thing. I don't know if that change is possible with the limited resources, but I think it might work so long as the lock time can handle negative numbers.
I feel the same about AMS. If certain mechs choose to take triple or quad AMS the player should receive something for it. Not a few cbils. I understand why the match score was nerfed in respects to AMS but to nerf it all? Na by....how about half the amount of match score you got before? Or am I missing something and this is just a waste of prose? :) Great vid and discussion Sean. All the best to you guys. VMX1 (AW)
I mean lets say 50% of the missiles you shoot down would have hit otherwise. That means you reduced the damage and thereby score of another player by quite a bit. You should get THOSE points for it, because you basically stopped them from happenening against your team.
Matchscore from AMS was already at the minimum, it couldn't actually go any lower. Also, personally, I believe that standing in a place does not make a representation of skill, which is what matchscore contributes to for PSR, which is used for match maker, to make balanced (as possible, lacking secondary lobby sorting which is still dumb) matches based on skill. Standing around farming missiles is not skill based. PSR isn't an exp bar, nor is it a reward. It's for matchmaking purposes.
@@mistersomaru skill starts in the mechbay. You are also reducing you tonnage by taking AMS, tonnage that you COULD have used for taking more or heavier weapons. Also putting that AMS to use on the battlefield has a lot to do about positioning. If I am 100m behind the guy being lrmed, sure I will destroy a few missile in the 175 , they travel through mmy ams and get a bit of matchscore. If I am 100 in front of said teammate being missiled I have 375m of ams instead of 175 and will be pretty much nulling any fire being put towards him. If I have a mech with a enough AMS to do it without taking too much dmg I can even bait the LRMboats to lose ammo, firing time, and heat by firing at me instead of a maybe more interesting target. So there are quite a few ways a GOOD player that should be rewarded with PSR can use AMS apart from just passively having it shoot down some missiles. Incidentally this is also the reason why there are not enough mechs with 3-4 AMS or some with really interesting AMS quirks. There are like 5 mechs that reach that level oder AMS? A Corsair, Nova, Piranha, Kitfox and I am maybe forgetting 1 or 2. I really do not get why there are not some more models arounds, I mean there are more mechs with stealth than with 3 or more AMS... This is a TEAM game not a who can get the most damage simulator. If you bring something along something that is very useful for your team and does a lot of work (like shooting down TONS of missiles) you should get points for that. If you shot down 1000 missiles you probably ensure that 2 mechs survived the match instead of dying sometime in the middle. All the damage they were doing from that fictional point of damage is THANKS TO YOU. So it was mainly you skill even allowing them to do any damage in the end. It like saying in an RPG "well the healer did no dmg to kill the dragon so he has no skill"...
@@totalutilitarian3292 except this is a FPS, not an RPG. Experience points fill a gauge to level up. And sacrificing 1 ton for an AMS and half a ton of ammo isn't a huge investment, and dragging that onto a mech isn't a skill either. Even then, bringing AMS isn't guaranteed to be useful either, since you can go matches without a single lrm launcher, and ALSO, ams shoots through walls, so it may even shoot down missiles that were about to hit nothing anyway. And again, PSR is not meant to be an XP gauge, it's meant to sort players according to skill rating. And being able to drag and drop something that used to literally print match score with no effort put in, no aim, no planning, just existing onto your mech was inherently broken and made match quality worse.
@@mistersomaru you are not getting TONS of matchscore from 1 ams and a half ton of ammo. And even then, on a light or medium sacrificing one ton can be upwards of 10% of your investable tonnage. And you seems to be ignoring all of the previous points i mentioned. NOBODY is bringing 1 ams to farm uber PSR so we are talking about more tonnage. And this game is very much more similar to an RPG than you think, much more than a normal FPS. It can be very tactical. And it seems you have 0 sense of that. Damage mitigation is basically the same as healing. Increase odds by distracting or shutting down one enemy is similar to action economy. And PSR is not an xp but more like a market value of the player. If all I do is keep an assault alive and he wrecks the entire team instead of him dying it was my contribution to winning. This should reflect MY skill not HIS as he would not have done that damage. Everything else is stupid. If I win every game just by being there but doing nothing my market value is higher to the team than if I am there do a gazillion damage and lose. If taking AMS is sooooo bad that I constantly lose because of it I will not rise in PSR. But it somehiq needs to be reflected. This way it is not.
I like running LRMS sometimes but if I see a lot of them in the drops, I switch to my narc raven and try to have 4 or 5 mechs narced all the time. LRMs to do the damage and the direct fire guys to get the kills. Last match it looked like you had a DC on your team, but you still pulled off a win, nice play.
@@sirundying You misunderstood what I said. I meant that if after a few drops I saw a pattern of a lot of missile boats dropping in the matches, that I would switch and start dropping in my narc raven.
Radar Dep shouldn't be a skill, how does skill increase resistance to radar? It should be a sensor module like the active probes or targeting computer. Want radar dep? Spend the c-bills, tonnage and slot to get it.
ECM is already supposed to do this in lore… It’s supposed to prevent sensor locks outside of its 250 meter bubble, forcing enemies to close the distance into jamming range to use their weapons effectively, otherwise they’re shooting with nothing but the ol’ Mk. I eyeball.
AMS effects all missiles in TT but won't shoot at SRM or MRMs or RLs in MWO. Balance isn't really a thing in this game, it's just that people cry when an entire weapon can be effectively neutralized. I thought it was interesting in the last match that Phil complained about the pervasive ECM and radar dep of the enemy but they still demolished them 12-3...it just took longer.
@@steelshanks1265 I mean ECM doesn’t stop the locks if you are under a UAV or have someone looking at you etc. I think the problem is ECM is just plain good for more than just missiles and you need a specific situation or tool to get around it. If you have enhanced ECM unless you are good at spotting a still mech or catch them moving they might as well have stealth armor for themselves and everyone around them until they get in range.
@@PerfectTangent The matches he showcased were pretty unusual though. Everybody knows most LRM boat heavy teams get pushed and annihilated because the front line caves in due to not enough people/firepower on the front. Nobody wants to get LRM’d to death before they get to shoot somebody but ECM is just good in general because it provides stealth benefits on top of the missile protection vs something like AMS which is only to protect you from a single play style.
its easy to code that ... PGI is just a dead company that doesnt develop MWO anymore thats the main issue... they werent developing the game since 2015
People complained about LRMS, so they nerfed them, and buffed ECM. Missiles, specifically ones that require an active lock, are the worst weapon systems in the game because it's the only weapon system with three counters to it. 1. ECM 2. AMS 3. Stealth You can't make everyone happy. Someone's going to bitch about something.
well said, and yet they are still crying about it to this day. Also streaks, I don't touch streaks at all anymore. The active time window you get to use streaks is easily negated by an ECM mech. It was very much a feast or famine weapon which is now made even worse imo. Imagine getting ecm stacked teams, one or 2 is bad enough.
I have to disagree with you on the radar deprivation thing. I think it adds more of an account of strategy at long range and kinda forced players to get line of sight
1:45 missiles are way to powerfull for that. they would have to nerf the missile damage by half or something like that if radar derp isnt a thing, as a player who has been playing since the 8v8 days and knows his way around maps etc lurms arent a problem ,radar derp or not. but newer players would totally be shred to pieces by lurms without radar derp/ecm ,it would not be pretty.
indirect weapons are ALWAYS impossible to balance. hell even World of tanks nerfed arty until they were single handedly the WORST class in the game...and hten proceeded to nerf it 3-4 more times because the one in 100 chance that you get an actual hit made people feel awful. and ya. I remembr back in the old days. ran a full LRM catapuls. never let go of left click...non-stop missles,lol. but now days I like the ideas of a missle platform actually moving around with direct fire. but yesh getting locks is a pain and dumb firing missles is INSANLY unreliable.
LRM15's on a timby aayyy about the radar derp, I dislike it's percentage wise and the target retention is seconds wise. -100% is -100%, not matter if you have a minute of target retention. But LRM's do murder a lot of mech's, as it's too easy to hit / the tracking is too good.
The radar derp value says +100% instead of -100%, so I always assumed it makes the lock duration tick down twice as fast with all skill nodes instead of reducing it to 0. But I just checked and it does indeed reduce it outright to 0. That's dumb.
I'm getting hit by LRM's WAY more in My ECM Mech's than I ever have in the game, That's a GOOD thing. Before, I'd hardly ever get hit, almost never, and have to be killed by something else. LRM's and Rader Dep, ECM, it's the best it ever has been. Everyone always complains about LRM's... Look, Isolate the LRM Boats and murder them 1st lol. Team of Lights or Mediums can easily do that, I've seen it, and been a part of it. The Old Skill Tree made taking Radar Dep, and ECM harder with more nodes, and people still complained lol. It's a non-issue, LRM's work like they do in BattleTech Lore pretty well, ECM... Well it's close. You can still defeat LRM's and ECM...
Or they could've made ECM work like ECM is supposed to. LRM timbys look cool, but aren't functionally great in a game like MWO when more powerful builds exist. Meh, here I wait for people to cry about LRM some more............ AFTER we done nerfed them a dozen times.
yeah god forbid evin do something like tank some damage with regards to the 4th match every time evin just moans like i guess hes never heard the saying want something done do it yourself
Sorry, radar dep is always a go-to BECAUSE of the threat of indirect fire. So yeah, if there's a skill I can take to eliminate it I will. So long as a mechanic exists that can kill an opponent with them not being able to escape or return fire, I'm for it. And no, terrain and friendly ECM don't count as they either don't always work or aren't always available. The game should be solely balanced around what you the individual player can bring to your own fight, not around the kind of BS randomness of QP drops. The proper solution would be to eliminate indirect fire modes from ATMs and LRMs and make indirect fire a consumable only. Oh, and make AMS able to shoot down ALL missiles like it's supposed to be able to do anyway.
@@steelshanks1265 So does AMS only engaging LRMs or ATMs...so...how bout no. So do the huge differences between IS and Clan weapon systems that don't exist in TT..so...how bout no. MWO doesn't do a very good job of following TT rules, and there are plenty of arguments that it shouldn't even bother as one was specifically designed for turn-based and the other is the exact opposite in every way.
@@PerfectTangent AMS works fine, as LRM's and ATM's are more of a threat than other Missiles. MRM's and SRM's You can dodge, not Streaks, but that's solved with ECM. Yes, this game is loose on BattleTech Lore, so let's not make it more loose... It's the best balance the game has ever had right now... So go play MWO...
@@steelshanks1265 No thanks. This game is disgusting. It’s like someone looked at Battletech and said, “Hey! Let’s take this game, but make it War Thunder!” I don’t give a flying fuck about balance. This game isn’t fun to play because of the constant nerfs and the way it shits on canon. I’d rather play Living Legends.
on the topic of radar dep: Its a must, objectively. It is near impossible to argue any other skill, regardless of node count, has as big an impact as Radar Dep. It is THE reason why LRMs are still in a rough spot even when theres no ECM on the field. It is also crucial for depriving the enemy of knowledge of your movements. Its just broken, fundamentally. MAYBE if you made it so it capped at 50% rather than 100% it would be a debate but if it took you 91 points to get 100% dep, most high tier players would make that trade.
On Radarderp: why not increase the amount of nodes needed? Instead of 20% per module do 5% and without preequisit. That way to actually get 100% radar derp you need a whopping 20%. This would also buff the mechs that have it as a quirk. Right now those quirks are worth MAYBE 1-3 points , then it would be at least 4.
Do it like with the CD nodes. 16 in total, each worth 5%, 80% in total so you cannot get to 100% unless the mech is quirked.
Other (even logical) ideas would be: put a weight modifier only it. Lights lose lock a lot fast than assaults. You could even make it dependant on movement, like if you just stand still and the other guy loses sight due to him moving he will still keep locks longer than if you too are moving, but I get that that is a more complicated change. The other one with just weight I imagine should be pretty easy...
Also the increase given is not percentage, so why is the decrease? I think the base locktime after losing visuals is like 4-5 seconds and you get additional 0.7s per node (for math I will assume 5 + 3.5). Just make the reduction nodes each worth 0.5 each, so you need 10 for normal locks and 17 for increased locks.
I really do think a modifier based on some combination of tonnage and speed would be a good way to deal with variation in radar dep. I also think variation among mechs would be flavorful. Some mechs are barns and some are quite a bit more streamlined. It seems to me that nearly any system would be fine, but I like flavor of the above options. What really takes any solution to a breaking point is when there is too much (arbitrary I know) variation in the benefit of any one option.
Now that we are in a time of every match being between 100 ton ECM Snipers and High Alpha lights, I totally approve of Lurms for the Lurm God even more.
I think we're about as likely to see something done about Radar Dep as we are to see something done about MGs. I know it would be unbalanced (not that this isn't it's own form of unbalanced) but I'd give my right hand to play just one match with all the numbers being as close to the tabletop as the engine allows. No ghost heat. Some sort of entirely ignorable custom mech quirk if you're not running stock. The whole 9 yards. You will never convince me that the "meta" would be any worse to deal with in that sort of setup. I know, I know, Living Legends. Call me when there's a mechlab and we'll talk.
I'd be into living legends if it had a mech lab.
Hate having to pick variants I don't like, and having to earn them every match, at that.
@@idiom2805 Same here man. It sucks having two games that brush so close to glory, but refuse to sieze it.
@@noanswer1864 Truth.
Even so, there is always a crowd complaining about something. If it's not EZ mode enough for them, they must complain enough to get it changed.
The ubiquity of ECM is an unfortunate development making LRM build very difficult to play well. Nice video! Seems like cutting back on the number of ECM mechs available as well as reducing the radar dep values would both be good moves to restore the viability of LRM builds.
You talked about wanting the missiles to have a more direct trajectory. Isn't that what Artemis does for LRMs?
I would say ATMs
@@williamalvarez9563 ATMs automatically have artemis FCS
WOO! MW2 sound files!!!
Radar derp and target decay should counteract each other (though I suspect that fully skilled target decay should beat fully skilled radar derp). I think the easiest is that radar derp should be -Seconds instead of %. With a 0.7 second per node on Target Decay, if the math for Radar Derp could be changed to subtracting time instead, I think -1 second per node would be good. 3 levels of radar derp would counteract unskilled target decay, and fully skilled target decay (+3.5 seconds) would be reduced to 1.5 seconds versus fully skilled radar derp. -1.1 per node would bring it down to 1 second, which might be enough that skill at keeping someone in LOS could be a thing.
I don't know if that change is possible with the limited resources, but I think it might work so long as the lock time can handle negative numbers.
This was my first clan lurm boat back in the days without massiv radar derp/ecm in lower tiers.
I feel the same about AMS. If certain mechs choose to take triple or quad AMS the player should receive something for it. Not a few cbils. I understand why the match score was nerfed in respects to AMS but to nerf it all? Na by....how about half the amount of match score you got before? Or am I missing something and this is just a waste of prose? :) Great vid and discussion Sean. All the best to you guys.
VMX1 (AW)
I mean lets say 50% of the missiles you shoot down would have hit otherwise. That means you reduced the damage and thereby score of another player by quite a bit. You should get THOSE points for it, because you basically stopped them from happenening against your team.
Matchscore from AMS was already at the minimum, it couldn't actually go any lower. Also, personally, I believe that standing in a place does not make a representation of skill, which is what matchscore contributes to for PSR, which is used for match maker, to make balanced (as possible, lacking secondary lobby sorting which is still dumb) matches based on skill. Standing around farming missiles is not skill based. PSR isn't an exp bar, nor is it a reward. It's for matchmaking purposes.
@@mistersomaru skill starts in the mechbay. You are also reducing you tonnage by taking AMS, tonnage that you COULD have used for taking more or heavier weapons. Also putting that AMS to use on the battlefield has a lot to do about positioning. If I am 100m behind the guy being lrmed, sure I will destroy a few missile in the 175 , they travel through mmy ams and get a bit of matchscore. If I am 100 in front of said teammate being missiled I have 375m of ams instead of 175 and will be pretty much nulling any fire being put towards him.
If I have a mech with a enough AMS to do it without taking too much dmg I can even bait the LRMboats to lose ammo, firing time, and heat by firing at me instead of a maybe more interesting target.
So there are quite a few ways a GOOD player that should be rewarded with PSR can use AMS apart from just passively having it shoot down some missiles.
Incidentally this is also the reason why there are not enough mechs with 3-4 AMS or some with really interesting AMS quirks. There are like 5 mechs that reach that level oder AMS? A Corsair, Nova, Piranha, Kitfox and I am maybe forgetting 1 or 2. I really do not get why there are not some more models arounds, I mean there are more mechs with stealth than with 3 or more AMS...
This is a TEAM game not a who can get the most damage simulator. If you bring something along something that is very useful for your team and does a lot of work (like shooting down TONS of missiles) you should get points for that. If you shot down 1000 missiles you probably ensure that 2 mechs survived the match instead of dying sometime in the middle. All the damage they were doing from that fictional point of damage is THANKS TO YOU. So it was mainly you skill even allowing them to do any damage in the end. It like saying in an RPG "well the healer did no dmg to kill the dragon so he has no skill"...
@@totalutilitarian3292 except this is a FPS, not an RPG. Experience points fill a gauge to level up. And sacrificing 1 ton for an AMS and half a ton of ammo isn't a huge investment, and dragging that onto a mech isn't a skill either.
Even then, bringing AMS isn't guaranteed to be useful either, since you can go matches without a single lrm launcher, and ALSO, ams shoots through walls, so it may even shoot down missiles that were about to hit nothing anyway.
And again, PSR is not meant to be an XP gauge, it's meant to sort players according to skill rating. And being able to drag and drop something that used to literally print match score with no effort put in, no aim, no planning, just existing onto your mech was inherently broken and made match quality worse.
@@mistersomaru you are not getting TONS of matchscore from 1 ams and a half ton of ammo. And even then, on a light or medium sacrificing one ton can be upwards of 10% of your investable tonnage. And you seems to be ignoring all of the previous points i mentioned.
NOBODY is bringing 1 ams to farm uber PSR so we are talking about more tonnage. And this game is very much more similar to an RPG than you think, much more than a normal FPS. It can be very tactical. And it seems you have 0 sense of that. Damage mitigation is basically the same as healing. Increase odds by distracting or shutting down one enemy is similar to action economy.
And PSR is not an xp but more like a market value of the player. If all I do is keep an assault alive and he wrecks the entire team instead of him dying it was my contribution to winning. This should reflect MY skill not HIS as he would not have done that damage. Everything else is stupid. If I win every game just by being there but doing nothing my market value is higher to the team than if I am there do a gazillion damage and lose. If taking AMS is sooooo bad that I constantly lose because of it I will not rise in PSR. But it somehiq needs to be reflected. This way it is not.
I like running LRMS sometimes but if I see a lot of them in the drops, I switch to my narc raven and try to have 4 or 5 mechs narced all the time. LRMs to do the damage and the direct fire guys to get the kills. Last match it looked like you had a DC on your team, but you still pulled off a win, nice play.
you cannot change mech after you queue.
@@sirundying You misunderstood what I said. I meant that if after a few drops I saw a pattern of a lot of missile boats dropping in the matches, that I would switch and start dropping in my narc raven.
@@roguemerlin1969 roger that
They could scale radar dep. To the mass of the mech like they do with armor/skelatal nodes . So an assault is t just as stealthy as a light.
Radar Dep shouldn't be a skill, how does skill increase resistance to radar?
It should be a sensor module like the active probes or targeting computer. Want radar dep? Spend the c-bills, tonnage and slot to get it.
ECM is already supposed to do this in lore…
It’s supposed to prevent sensor locks outside of its 250 meter bubble, forcing enemies to close the distance into jamming range to use their weapons effectively, otherwise they’re shooting with nothing but the ol’ Mk. I eyeball.
In the tabletop ECM only effects artemis missiles and reduces them to normal missiles. Maybe something like that needs to happen to nerf ECM a little?
AMS effects all missiles in TT but won't shoot at SRM or MRMs or RLs in MWO. Balance isn't really a thing in this game, it's just that people cry when an entire weapon can be effectively neutralized. I thought it was interesting in the last match that Phil complained about the pervasive ECM and radar dep of the enemy but they still demolished them 12-3...it just took longer.
ECM is already pretty nerfed, I'm getting hit with LRM's with My ECM Mechs, and I hardly ever got hit before, so clearly something is working right.
@@steelshanks1265 I mean ECM doesn’t stop the locks if you are under a UAV or have someone looking at you etc.
I think the problem is ECM is just plain good for more than just missiles and you need a specific situation or tool to get around it. If you have enhanced ECM unless you are good at spotting a still mech or catch them moving they might as well have stealth armor for themselves and everyone around them until they get in range.
@@PerfectTangent The matches he showcased were pretty unusual though. Everybody knows most LRM boat heavy teams get pushed and annihilated because the front line caves in due to not enough people/firepower on the front.
Nobody wants to get LRM’d to death before they get to shoot somebody but ECM is just good in general because it provides stealth benefits on top of the missile protection vs something like AMS which is only to protect you from a single play style.
@@The-0ni
That’s good. That’s the way ECM is SUPPOSED to work.
Hype Hype Hype for heresy!
You could lock radar deprivation to 45t and under, maybe 50t instead of a per-mech basis, but idk how codeable that actually is.
its easy to code that ... PGI is just a dead company that doesnt develop MWO anymore thats the main issue... they werent developing the game since 2015
People complained about LRMS, so they nerfed them, and buffed ECM.
Missiles, specifically ones that require an active lock, are the worst weapon systems in the game because it's the only weapon system with three counters to it.
1. ECM
2. AMS
3. Stealth
You can't make everyone happy. Someone's going to bitch about something.
well said, and yet they are still crying about it to this day. Also streaks, I don't touch streaks at all anymore. The active time window you get to use streaks is easily negated by an ECM mech. It was very much a feast or famine weapon which is now made even worse imo. Imagine getting ecm stacked teams, one or 2 is bad enough.
@@Matrix2Strata017 it's what happens when you try to make a game like battletech an E-sport; it doesn't work.
radar derp is so powerful that its mandatory. it should be left to ecm mechs
Do you have a build page for this Mech?
I have to disagree with you on the radar deprivation thing. I think it adds more of an account of strategy at long range and kinda forced players to get line of sight
then what is the point of having radar decay if everyone just runs deprivation?
Skill up your car by driving it.
is it generally bad to put LRMs on a timberwolf?
yes
1:45 missiles are way to powerfull for that. they would have to nerf the missile damage by half or something like that if radar derp isnt a thing, as a player who has been playing since the 8v8 days and knows his way around maps etc lurms arent a problem ,radar derp or not. but newer players would totally be shred to pieces by lurms without radar derp/ecm ,it would not be pretty.
LRM since the start have bin hardest weapon to balance indirect fire is such a powerful ability but LRMs are in a pretty good spot right now
indirect weapons are ALWAYS impossible to balance.
hell even World of tanks nerfed arty until they were single handedly the WORST class in the game...and hten proceeded to nerf it 3-4 more times because the one in 100 chance that you get an actual hit made people feel awful.
and ya. I remembr back in the old days. ran a full LRM catapuls. never let go of left click...non-stop missles,lol. but now days I like the ideas of a missle platform actually moving around with direct fire. but yesh getting locks is a pain and dumb firing missles is INSANLY unreliable.
I can’t get over how good the Gauss Rifles sound with that mod! 😩💦👌🏻
LRM15's on a timby aayyy
about the radar derp, I dislike it's percentage wise and the target retention is seconds wise.
-100% is -100%, not matter if you have a minute of target retention.
But LRM's do murder a lot of mech's, as it's too easy to hit / the tracking is too good.
The radar derp value says +100% instead of -100%, so I always assumed it makes the lock duration tick down twice as fast with all skill nodes instead of reducing it to 0. But I just checked and it does indeed reduce it outright to 0. That's dumb.
i dont feel the timby is a good lrm boat. hellfire and mad dog are ones i regularly do 700+ damage they also have better defenses
I'm getting hit by LRM's WAY more in My ECM Mech's than I ever have in the game, That's a GOOD thing. Before, I'd hardly ever get hit, almost never, and have to be killed by something else. LRM's and Rader Dep, ECM, it's the best it ever has been. Everyone always complains about LRM's... Look, Isolate the LRM Boats and murder them 1st lol. Team of Lights or Mediums can easily do that, I've seen it, and been a part of it. The Old Skill Tree made taking Radar Dep, and ECM harder with more nodes, and people still complained lol. It's a non-issue, LRM's work like they do in BattleTech Lore pretty well, ECM... Well it's close. You can still defeat LRM's and ECM...
Or they could've made ECM work like ECM is supposed to. LRM timbys look cool, but aren't functionally great in a game like MWO when more powerful builds exist. Meh, here I wait for people to cry about LRM some more............ AFTER we done nerfed them a dozen times.
yeah god forbid evin do something like tank some damage with regards to the 4th match every time evin just moans like i guess hes never heard the saying want something done do it yourself
LRMs...frustrating to get hit by and frustrating to use. Who enjoys this playstyle? Sadomasochists and those suffering from a motor skill disorder?
Sorry, radar dep is always a go-to BECAUSE of the threat of indirect fire. So yeah, if there's a skill I can take to eliminate it I will. So long as a mechanic exists that can kill an opponent with them not being able to escape or return fire, I'm for it. And no, terrain and friendly ECM don't count as they either don't always work or aren't always available. The game should be solely balanced around what you the individual player can bring to your own fight, not around the kind of BS randomness of QP drops.
The proper solution would be to eliminate indirect fire modes from ATMs and LRMs and make indirect fire a consumable only. Oh, and make AMS able to shoot down ALL missiles like it's supposed to be able to do anyway.
That goes against BattleTech Lore... So... How bout No...
@@steelshanks1265 So does AMS only engaging LRMs or ATMs...so...how bout no. So do the huge differences between IS and Clan weapon systems that don't exist in TT..so...how bout no. MWO doesn't do a very good job of following TT rules, and there are plenty of arguments that it shouldn't even bother as one was specifically designed for turn-based and the other is the exact opposite in every way.
@@PerfectTangent AMS works fine, as LRM's and ATM's are more of a threat than other Missiles. MRM's and SRM's You can dodge, not Streaks, but that's solved with ECM. Yes, this game is loose on BattleTech Lore, so let's not make it more loose... It's the best balance the game has ever had right now... So go play MWO...
@@steelshanks1265 Stop liking your own replies, it's creepy
@@steelshanks1265
No thanks. This game is disgusting. It’s like someone looked at Battletech and said, “Hey! Let’s take this game, but make it War Thunder!”
I don’t give a flying fuck about balance. This game isn’t fun to play because of the constant nerfs and the way it shits on canon. I’d rather play Living Legends.