Author Topic: What is up with MRMs? Flight path of 2-6 missiles veering off.  (Read 1510 times)

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Offline Nitro_R

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What is up with MRMs? Flight path of 2-6 missiles veering off.
« on: January 04, 2011, 09:31:39 AM »
MRMs are still awesome.
In fact, I feel they are more powerful somehow...

But what is up with the 2-6 missiles wildly flying to the right of where you're aiming?!
Am I the only one who is getting this?
This is without NARC or TAG.

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Pros:
- They fly in a horizontal rectangular barrage and hit rectangular targets (tanks!) like a wall.
- Plenty of damage

Cons:
-Small targets are harder to hit up close because of the wide pattern.
-2 to 6 missiles veering wildly off target wasting precious ammo.

Offline (TLL)Siilk

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #1 on: January 04, 2011, 11:15:31 AM »
That sideways 'tard' missile effect did have me wondering.

 Don't worry, it's a known bug. It would be fixed as soon as all more pressing issues would be resolved.



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Offline xInVicTuSx

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #2 on: January 04, 2011, 11:20:16 AM »
They don't feel nearly as powerful as they used to for some reason...
I was firing salvo after salvo of double MRM40s into madcats at 300m and not coming up with much yesterday.
Also, they have a minimum range now which makes the Catapult B very easy to take out.
I'm cool with the range changes but did they get a damage nerf?

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Offline =KoS= Eldragon

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #3 on: January 04, 2011, 03:39:53 PM »
Woah, MRMs have a minimum range now? That explains why I thought they sucked now.  MRMs should NOT have a minimum range.  The whole point of the weapon is that they are swarm of dumbfire missiles, and dumbfire missiles are best at close range  >:(

Offline Seraph

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #4 on: January 04, 2011, 03:44:52 PM »
Woah, MRMs have a minimum range now? That explains why I thought they sucked now.  MRMs should NOT have a minimum range.  The whole point of the weapon is that they are swarm of dumbfire missiles, and dumbfire missiles are best at close range  >:(

20m min range. Don't get too close!
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Offline (TLL)CapperDeluxe

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #5 on: January 04, 2011, 03:45:43 PM »
mechs shouldn't be hugging anyway, they're manly men!
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Online KingLeerUK

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #6 on: January 04, 2011, 03:50:08 PM »
Minimum Distance for MWLL Missile Products as of 0.4.3
 
SRM  0m
SSRM  0m
LRM  100m
CLRM 0m
MRM  20m
ATM 150m
Arrow IV 200m
TBolt 0m
 
Be safe out there kids; it's all fun and games until somebody gets an MRM to the face.
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Offline Virt

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #7 on: January 04, 2011, 03:53:56 PM »
While we're talking missiles, can anyone give me any background on ATMs ... their role vs other missiles, why they were introduced, when they're a better/worse choice in combat, etc?
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Offline Stahlseele

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #8 on: January 04, 2011, 03:58:48 PM »
Because they are, all in all, cheaper than specialized SRM and LRM Systems.
You have ONE Launcher with 3 different kinds of ammo usually.
One Extreme LRM Ammo that has even more reach than normal LRM with LRM Damage.
One Medium reach Ammo that has a bit less reach than LRM's but with SRM Damage.
One Short reach Ammo that has the same reach as normal SRM's but has 3 instead of 2 points Damage per Missle.
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Online KingLeerUK

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #9 on: January 04, 2011, 04:08:11 PM »
ATMs fill a direct-fire missile niche for Clan.
 
They have a shorter range than CLRM, but are still able to lock on and follow a NARC.
 
They are much weaker against AMS and can have the majority of a salvo defeated by a single AMS unit. (use CLRM, much more resistant).
 
They have a minimum range (that isn't going away) that makes them useful for middle range engagements, but not for brawling (use SRM/SSRM).
 
They are very fast and are able to track aerospace effectively if fired closely enough.
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Offline Virt

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #10 on: January 04, 2011, 04:10:12 PM »
Got it.   Thanks guys.
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Offline Flyingdebris

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #11 on: January 04, 2011, 05:59:57 PM »
nothing makes me feel a perverse glee like closing inside the ATM puma's minimum range and watch as his missiles do nothing, and he's forced to fight me with small pulse lasers.

otherwise though, DAMN, those hit ATMs hit like freakin slegehammers
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Offline =KoS= Eldragon

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #12 on: January 04, 2011, 06:13:07 PM »
Ah, 20 meters is the minimum range. Thats pretty much the exact range I use those things in. 

Now if only missiles when striking a target inside their minimum range, would bounce off as inert duds instead of exploding.

Also, fun fact with the ATMs, if you use them at 150 to 200 meters, LAMS doesn't have time to destroy more than 1 or 2 of them.

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #13 on: January 04, 2011, 06:25:24 PM »
Ah, 20 meters is the minimum range. Thats pretty much the exact range I use those things in. 

Now if only missiles when striking a target inside their minimum range, would bounce off as inert duds instead of exploding.

Also, fun fact with the ATMs, if you use them at 150 to 200 meters, LAMS doesn't have time to destroy more than 1 or 2 of them.

Which is a good thing if thats your last desperate shot as the timberwolf c barrels into you :P


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Offline The Thing }12thVR{

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Re: What is up with MRMs? Flight path of 2-6 missiles veering off.
« Reply #14 on: January 04, 2011, 06:40:37 PM »
Minimum Distance for MWLL Missile Products as of 0.4.3
 
SRM  0m
SSRM  0m
LRM  100m
CLRM 0m
MRM  20m
ATM 150m
Arrow IV 200m
TBolt 0m
 
Be safe out there kids; it's all fun and games until somebody gets an MRM to the face.

whoa! CLRM doesn't have a minimum range now? I gotta try that out in-game!