LRM Boats...

Anything and everything goes in the open discussion forums
User avatar
Nova2
Admin
Posts: 356
Joined: Tue Feb 02, 2016 8:50 pm
Location: Pocahontas, IA
Unit: SLP

LRM Boats...

Postby Nova2 » Wed Feb 17, 2016 1:18 am

flamers.jpg
You do not have the required permissions to view the files attached to this post.
---
Image
User avatar
Funk1777
Posts: 30
Joined: Wed Mar 02, 2016 1:58 pm

LRM Boats...

Postby Funk1777 » Wed Mar 23, 2016 9:54 pm

:lol: Its funny to hear so many complain about lrm's as the only time they really suck is certain maps where the enemy has several of them. You guys who have 12+ lasers are the real danger to society.
User avatar
Nova2
Admin
Posts: 356
Joined: Tue Feb 02, 2016 8:50 pm
Location: Pocahontas, IA
Unit: SLP

LRM Boats...

Postby Nova2 » Thu Mar 24, 2016 3:24 pm

Actually that was a joke intended for the patch they released that made the flamers useful. It felt like the next 3 days after you were getting swarmed every other game by multiple light mechs equipped with flamers. LOL


Multiple LRM boats (I am talking 4+) teamed up with a good spotter can shred mechs apart, and in a few maps they are damn near impossible to get away from.
Most of the LRM-Rage comes from the small handful of drops where we went up against these LRM boats, and we were caught out in the open or in a map that is good from LRM boats. Sort of an emotional scarring that takes place as later on when we get hit by just one LRM we are instantly growling "Fucking LRM boats!".
For the most of it in MWO, LRMs are not as good as they are made out to be. You need to achieve a lock ans sustain that lock during the flight-time of the LRMs in order to hit your target. You combine this with the fact that over half the LRM boats out there rely on spotters to target the mechs and hold the locks for them.

In MechWarrior2 (NetMech and Merc-Net), LRMs were so nasty that they were highly restricted (almost to the point of beeing banned) in tournaments/leagues. But in those days you could lock onto targets 360* that were within 2KM of you, regardless of terrain and LOS. And you could achieve missile locks once they were were within the 1000m range, and were purely a "fire and forget" weapon.
Even if you got into a league-match that allowed them, it was whatever came stock on that mech for LRM launchers, or you were limited to a custom build and could add up to two LRM launchers.
There were a few third-party programs out there that would monitor what other players were using in the game, and let you see and even save their builds. The popular one I can think of off the top of my head was MLM or "MechLab Maid", it had progressed to be fancy enough to be configured to sound alarms and give alerts when someone else dropped into the game with an illegal build.
---
Image
User avatar
Nova2
Admin
Posts: 356
Joined: Tue Feb 02, 2016 8:50 pm
Location: Pocahontas, IA
Unit: SLP

LRM Boats...

Postby Nova2 » Thu Mar 24, 2016 9:41 pm

Found some of the MW2 rules...

Weapon Classes:
Class 1 (C1) - All energy weapons are allowed only. No missiles or projectiles are allowed.
Class 2 (C2) - All energy weapons, projectiles and non-lockon missiles are allowed only (for example, SRMs are allowed, but not SSRMs).
Class 3 (C3) - All weapons.
C1 was the most common, followed by C2.

MACL/MAUL/MNCL - This rule only applies to league play for the old leagues MACL/MAUL. No more than 2 racks of lock-on missiles are allowed, and no more than 2 tons of ammo per rack are allowed. All other weapons except illegal ones are allowed. Non-lockon missiles do not count (ie. you can put as many non-lockon missiles as you want).

I still cannot find the ones about stock mechs. I think the Class rules up to 5 or 6 so I am not sure if this was all of them or not....
I remember one being stock mechs only.
Another took stock mechs and said how much ammo and weapons you could add to it and change on it.



Another thing too, this was common curtsy rules followed by most everyone in the MW2 days:
  • During a game, if a mech shuts down, it is the pilot's own damn fault. Shooting at it is not a crime, but it is honorable to let the pilot startup again. (And most of us did not shoot at shutdown mechs)
  • If a pilot regens and you happen to be in range, do not fire at the pilot until he has started moving. This is basic courtesy. (While we may have hung out in each others spawn zones, the person spawning would generally get first shot before the "spawn-camper" would fire)
  • Do not shoot at the legs of another mech, the removal of a leg will disable a mech's movement. (Over 99% of all legs that got blown off were accidental leg-shots)
There were many other etiquettes to playing the game as well... Some of them revolved on letting everyone (particularly the host) know that you were ready to launch, another was saying "IN" after dropping to let everyone know you made it into the game (between the game, windows95, and the internet of the 90s, not everyone would make it into the drop).
It was an interesting time and erra in PC gaming, and I do not think we will see anything like it again. When it came to the IRC channels and forums (especially for the leagues), we were all a bunch of mouthy punks running around. But when it came to playing the game, we actually got along with each other and played nicely. Then get out of the game and back to the IRC channel and argue some more and call each other everything but our call-signs. LOL
And here is the intriguing part; if there was something riding on the outcome of the game, such as a basic honor-duel to settle a dispute between two players or two Khans got into an argument entered into a Trial of Possession for each others clan, the players all honored the outcome of the battle.
---
Image
User avatar
Nova2
Admin
Posts: 356
Joined: Tue Feb 02, 2016 8:50 pm
Location: Pocahontas, IA
Unit: SLP

LRM Boats...

Postby Nova2 » Thu Mar 24, 2016 10:11 pm

There we go finally dug it up on a forum...

  • Class 1: Energy Weapons only. (Lasers and PPC's)
  • Class 2: Stock Mechs (any mech and its primary and alternate configurations) no customization.
  • Class 3: Choose a Stock mech to modify.
    The Warrior must not add ANY Projectile/Ballistic/Missile weapons or ammunition to the stock mech.
    The Warrior may only use the projectile weapons and the ammunition that is supplied with the stock mech.
    The Warrior must not interchange one Projectile weapon for another or its ammo.
    The Warrior must not mix weapons or ammo from one variant to another. If one variant has 6 SSRM2s and another has 1SSrm you cannot make a mech with 7 SSRM2s
    A warrior may make any other changes including adding jump jets, energy weapons or removing projectile/missile/ballistic weapons.
  • Class 4: 2 missile launchers of any kind with 2 tons ammo each. 2 auto cannons of any kind with 2 tons ammo each. Any number of machine-guns with no limit on ammo. Any number of Gauss Cannons with no limit on ammo.
  • Class 5: 4 missile launchers, 3 tons ammo max. for each launcher. Any Ballistic/Projectile/NON-missile weapons or amount of ammo.
  • Class 6: Unlimited in design
  • Class 7: Unlimited in design except that there will be no guided missiles. SRM ok SSRM not. no LRM. Unlimited otherwise.
These classes came from MNL (Mech Net League), allot of league rules were adopted and carried over into the every-day casual games.
---
Image
User avatar
Nova2
Admin
Posts: 356
Joined: Tue Feb 02, 2016 8:50 pm
Location: Pocahontas, IA
Unit: SLP

LRM Boats...

Postby Nova2 » Tue Apr 05, 2016 1:54 am

Image
---
Image

Return to “Open Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest