ShinVector, on 26 April 2014 - 09:24 PM, said:
This explain a lot about something....
However... I have hardly ever see you in a drop. I have never seen you in the CapCon TS.
I am not much of a strategic guy, else play the same game and lets see you deal with this LRM spamming that often see in matches now. Sent you a friend invite.
And lo and behold, you end up playing with me for HOW many hours after that? I'll play with any Capellan group that asks. I'd rather get to know EVERYONE.
Since the GEnie era, I've tried to stay out of specific units- I've had three that I hung out with regularly that dissolved from lack of players, and my friends list is full of Liao hungry ghosts. Being in X unit frequently got accusations way back when of being biased towards certain players...and I'd rather hear from anyone who's bearing the faction on their backs, not just one group and/or allies of same.
Liao, as organized players need a lot more synchronization and in some cases pride-swallowing for success. If you can gang-blast people with LRMs, good. If you can catch them with artillery, good. Heck, those are even canonical Capellan tactics, because frankly, they couldn't afford to "fight fair". You fought with whatever was the best force multipliers.
LRMs are a powerful, straightforward force multiplier when applied with thought. This means in low ELO, LRMs often get applied right simply because your opponent doesn't take much thought to shoot in the first place. The better your opponent, the more effort, positioning, and tactics it requires to use. I think you saw plenty of that on maps where we played- how some fights were smooth, others were rough depending on the defensive posture of the opponent- that fight on Alpine was an ideal example of how coming to grips with an enemy force vs. simply hitting them and bogging down wins a fight, even after we hit what normally would be dangerously close to dissolving into easily devoured bits.
That is, the force was smart enough to position itself at first with decent missile protection (though the
Ravens kept poking till I pointed them out), then flanked out of reach of the missiles and gobbled up the enemy line going left to right, at which point the disadvantage reversed itself and we won, despite being down 1-5 at one point. Their LRM support went static behind their lines and didn't attempt to disrupt, complacent that that ECM
Ravens would keep feeding them targets and the other 'Mechs in their lineup would easily shield them from harm- that is, they weren't aggressive despite having you "pinned" at first like they did my
Thunderbolt, where they sent someone down to finish me off once I couldn't get clear. It got them killed and it cost them the game the minute our team stopped trading shots and pivoted.
It's fights like that one in Alpine that point towards the future, not bad newbies scrabbling in front of your crosshairs. Those are the fights that matter, and they'll be the ones that don't quibble about "no-skill" weapons. If a weapon with useful benefits is available (vs, say flamers
), it must be used to it's best capacity. LRMs are available. We must learn how to optimize their use, and saying "bad player" to the pilot who desires to explore that path is denying Liao another useful player when and if the time comes that we need them.
Did you know that once, the dual Gauss 65-tonner was one of the most reviled designs in the game? Yet, we played together, and you were applauded. Favor is fickle. Success is evergreen. Saying "LRMs are not good because (ECM, focused AMS use, excellent map knowhow)" is good. Saying "LRMs are easy, therefore they are bad" is not.
Case in point of how skill gets the most out of your LRMs:
Basically, the team didn't listen. At all. They split from the start, strung themselves out over 2000m+ of terrain, and three of them got wasted by turrets while the rest of the team was beaten senseless by the enemy 'Mechs- to the point where a lance+ of them decided to go after our base, thinking one heavy would easily be destroyed if it showed up.
I proceeded to ambush them from behind once they'd actually gotten into firing range of the turrets, which gave me targets as I got to extreme range and boxed them between the turrets and my fire. I killed an
Awesome and
Shadow Hawk with missile fire, the turrets took out a third 'Mech with my assist, my last missiles dropped an
Orion, an airstrike crippled a
Cataphract that I finished with my lasers (and let the turrets kill it once it had no guns to shoot with), and I then went and chased down a
Griffin and lasered it to death for good measure.
We lost only because I ran out of targets to kill, as the remaining two were at 1500m and running away from my incredible long-range arsenal of two medium pulse lasers when time expired. None of my armor got past orange.
Edited by wanderer, 27 April 2014 - 07:18 PM.