FupDup, on 23 July 2014 - 04:56 PM, said:
It's pretty hard to tell if they're OP or UP because of how fusterclucked their mechanics are.
There are way too many variables on the mech carrying them, on the mech getting shot, on the terrain between those mechs, and so on to really determine if they are overall "balanced." In some situations they're bloody useless and in others they seem ridiculous.
I think Lurms probably need to be redesigned from the ground up to provide more consistent/reliable/predictable results, because right now they're mostly a "pendulum swing" kind of weapon that PGI has been struggling to get in a good place since pretty much forever. I recall that there have been at least 3-4 "Lurmageddon" episodes to date, and in between each episode Lurms were generally underpowered as heck. It's time for a reboot already. Back to the bloody drawing board with ye.
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What I can say for sure, though, is that having motion blur (in addition to normal cockpit shake) from getting hit by anything is incredibly obnoxious (Lurms just so happen to be one of the worst offenders).
How do you design a weapon that can hit people at long range without them being able to step behind cover to completely negate it?
1) Maps with less cover on them. Except players already complain about the tiny, nothing-but-cover arenas we have now, saying there is no cover....
2) Increase the projectile speed to around 1000ms like most long range weapons. Except players would complain that it's too fast because it's like....other weapons.... Besides 1000ms missiles would look weird.
LRM's will always suck because players want arenas instead of battlefields.
Maybe that's what we need...modes. Solaris (current maps with stadium background) and battlefield (big maps with terrain similar to the amount Alpine has...maybe a bit more).
Edited by Wolfways, 23 July 2014 - 05:34 PM.