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LRM, the Siege Frigate of 1.02+?

LRM, the Siege Frigate of 1.02+?

Well, I just encountered a lovely new strategy today, or rather, a lovely old one in a hyper aggressive form. The LRM blob!

Not only did I play a game where I spent two hours fighting nothing -but- LRMS, imagine my consternation when I found out that the players weren't even using upgraded LRMs. All they did was ignore my fleet composed of half assailants and flaks and wail on my buildings until I couldn't tech up anymore. What kind of nonsense is that? It's siege frigates all over again, only this time you'll lose your orbital structures instead of your home planets.

I thought perhaps that hangers might be a solution, but hangers cost more than 3 LRMs and they're static structures that are vulnerable specifically too LRM's Anti building prowess.

Anyway, here's hoping 1.03 comes soon and fixes this whole mess.


23,921 views 58 replies
Reply #51 Top
read it again, I said sending the carrier through the lrm's. this isnt chasing or anything like that.
Reply #52 Top
I think as of 1.03 this issue is solved. Maybe we'll see a resurgence if it turns out massing LRMs is still a great idea due to damage potential +range, but I doubt it. They get shredded up by cobolts evenly now. Anyway, GJ Ironclad!
Reply #53 Top
'Cobolts' do 75% damage to LRMs, LRMs do 150% damage to 'cobolts'.
LRMs are effectively the hard-counter to 'cobolts'. A 15% increased cost isn't enough to change that.
Reply #54 Top
I think as of 1.03 this issue is solved. Maybe we'll see a resurgence if it turns out massing LRMs is still a great idea due to damage potential +range, but I doubt it. They get shredded up by cobolts evenly now. Anyway, GJ Ironclad!
End of quote


Looking over the patch notes, I see nothing that really weakens the LRMs. Why do cobalts shred them now?
Reply #55 Top
LRMS beat Cobalts beat Flak beat LRMS.


I ran a test today with a friend because people were saying Flak was nerfed. I used 8 Vasari Sentinels (40 supply) vs 10 LRMs (40 supply).

The LRMs opened at long range and he spaced them a bit so I couldn't cover all of them with the Flak. I moved the Flak best I could into the midst of the LRMs and focused fire. He focused fire. 10 Dead LRMS....1 dead Sentinel, 1 almost dead.

So from my perspective, Flak is still a damn good counter.
Reply #56 Top
Yes, they are a good counter in a face-off. But the concerns I've read seem to be about LRMs hit and run ability. They can down Caps and multiple buildings, then retreat the moument they get countered.

LRMs are kind'a like artillery, problem is, they move and fire like most other Frigates, so there is no "weakness" like real artilery has. If they just reduced their turn rate like 50-100%, they have an achilies heal. Imagine artillery in real life that could move and fire as fast as a tank, plus much longer range; who'd have much of a reason to ever make tanks again. . . ?


Reply #57 Top
If they just reduced their turn rate like 50-100%, they have an achilies heal.
End of quote


Not a bad idea. Maybe have them have an ability, "Weapon Mode", which they have to trigger first.
Takes say 15 seconds, and it takes another 15s (nonmoving, static) to turn it off again.
And while Weapon Mode is engaged, weapons work but turnrate is down 50% and speed is down 50%.

Reply #58 Top
A "Lock-On" timer even: I don't know, say, 5 seconds before they can open fire. Or, have the missle speed reduced 100% (if it takes twice as long for the missles, which should be slower than direct fire anyway, to reach their targets, then the targets have twice the time to reach the LRMs). All sorts of options.