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Orion: LRM20, LRM10, 4 med lasers
Centurion: LRM15, AC5, 2 med lasers
Griffin: LRM15, 3 med lasers
Enforcer: AC20, 1 med laser
This is my experience with the single player at the moment.
With the amount of LRM's I can throw at the enemy I can knock over a mech every turn, and kill it using the scouting Enforcers AC20 with a called shot to the center torso that deals 100 damage. LRMs are massively overpowered and they are also great for minimising damage to your own mechs.
Ideas to fix LRM spam problem:
I really think the minimum range needs to be extended and firing within the minimum range should do next to no knockdown or damage, as I have found the minimum range band for LRM's to be way too short which means there is zero reason to use SRM's.
In short something really needs to be done about LRM's as the Ai really cant deal with the LRM spam I'm throwing at them.
If you feel it makes the game to easy.... don't do it? Its a single player game... you control how hard or easy it is.
It's really not that LRMs are overpowered, just that everything is powerful in this game if you build for it and you just happen to have stumbled onto one of them.
For instance building around morale boosts allows you to completely bypass the "knock down enemies for called shots using missiles" and just flat out kill a mech with one of your own mechs every turn via called torso shots and PPC/AC because the morale boosts give you functionally infinite morale.
Then you have things like grasshoppers melting rear armour. Death from above builds. Laser spam.
The LRMs maybe are the easiest one to build to take advantage of because it is the simplest, but the weapon itself has drawbacks to balance that out (ie the entire game being about boreing through sectional defences and the LRMs spreading thier damage over the entire target mech even when using called shots).
my cheese setup currently is 3 stalkers with LRM70s (LRMxx++ each) and the highlander with rangefinder as my 'scout'.
bulwark up front and rain down hell on any mech that goes into visual range
Doesn't mean there isnt a balance problem, I'm just using the tools the game has given me. Its not like the LRM spam was very hard to figure out once you realise the power of knockdown. And you dont need special LRM launchers when you have that many.
Game develpment also includes game design and a good designer would of seen how easy it is to exploit the knockdown mechanic and done something about it, I don't really see why I have to stop using a tool the game has given me just because the designer was too lazy to fix it.
Seriously dude I was just offering up some constructive critiscism on my experience with LRM's and you jump down my throat for it.
Except it's not constructive criticism. The game is built around throwing more and more weight of numbers at you because the AI is gimpy. This means the game is built around min-maxing.
You happen to have stumbled onto the easiest, and probably least effective, form of min-maxing and are screeching about how it needs to be toned down.
Do you see the problem?
I'm hardly screeching, I was using only SRM's as my missile weapons at the beginning of the game, but after almost losing a couple of mechs due to having to be close, I switched to LRM's and immediatly noticed how much more effective they are. So yes I do see that as a problem, LRMs are a staple of battletech being told "oh just dont use them" is a really stupid response.
Except it really isnt a stupid response. Indeed you complaining about them being too powerful and needing to be nerfed is if anything stupid. If you think something is overpowered and making the game too easy, why would you carry on using it? It's like bringing your car to a marathon and then complaining you barely got out of breath.
Especially when your standard for "MASSIVELY overpowered" is that you can kill 1 mech a turn using all four of your guys. Compared to actually decent strategies that's, that's kind of wank.
So not only are you screeching that they should stop you from doing something you yourself could stop you from doing, you are screeching about something that's kind of ♥♥♥♥.
Does it really not register how silly that is?
As soon as you meet enemies that have gyros, you won't be able to just knock them over anymore.
My current setup:
My Kintaro with max jump jets either does a sensor lock or jumps in for a full barrage of SRMs.
Then my Hunchback with 4 jump jets does a surprise jump-in, rips off a limb or makes a decently sized hole somewhere.
Next my LRM boat will drop in everything it has.
Still standing? Good, my Jaegermech has 2 AC5s and 4 Medium Lasers to finish the job. Every weapon he doesn't need goes towards reducing evasion of other enemy units for the next turn.
I think if you play for only one weapon, you are missing a lot of tactical potential. Plus, there's story missions that require you to be quick on your feet. So being laid back and taking your time to scout&bomb everything won't work on those.
The different weapons complement each other.
Typically, I load my mechs with as many LRMs as they can carry and use the rest of the tonnage for flamers and armor. Plus jump jets for that easy evasion bonus. By the time enemy mechs stumble their way into minimum range, you can just go kick them over. Cheesy, but this game throws WAY too many mechs and tanks at a single lance on a regular basis.