Albino Boo, on 29 May 2016 - 05:22 AM, said:
You seem to be under the impression that I'm am interested in justification for persisting with a less advantageous build. Despite been told multiple time by multiple people that lrms dont work you decide that you are right and everyone else is wrong and everyone else should alter their play style for you. Then you have the check to lecture other pople on team work
Guess what I will not now, nor will I ever stand still in the open to get a lrm boat locks so you can sand paper off the armor instead off opening one section. The rest of the team is not your meatshield. If you want locks stop hiding and get them yourself.
I have a feeling you aren't reading what I've been writing.
Now, I could be wrong like I was with No One (possibly in another thread), but I'm starting to see no reason to try and continue a conversation with only one side actually listening. There is no reason to converse if it's becoming a monologue.
To address your points (and then some):
1. I don't have to justify my builds, play styles nor anything else to you. I'll let my own stats speak for themselves, if you wish for me to post them. I say this with the complete realization that I'm not by any means "the best player". But I'm far from "the worst" as well. (Probably average, to maybe above average.)
2. This is a GAME. I play to have FUN. I can have my fun any way I really wish, within the terms and conditions, guidelines and rules placed before me by the game and the game's controllers (PGI). What this means is, if I wish to play LRMs, than unless PGI removes LRMs from the game, than I can play LRMs. If I wished to play a mech with nothing but Flamers and MGs, I can. Nothing stops me. (However, I will also state that this is within reason as well. Even I wouldn't bring nothing but Flamers and MGs, especially to FP. Then again, I don't bring in only LRMs either.)
3. FP/FW/CW is classified (at least by my definition) as "end game content". Its suppose to be geared more towards team play and trying to win. With this in mind, some consideration should be taken into account when playing this mode as to what one brings in. However, there are still no hard set rules as to what one can and can not bring in. (Refer to point 2.) If I am in a premade team (such as my unit), I will heed their advise and adjust my builds accordingly, as I see fit, within reasonable limits, within the realm of "I still want to have fun". There is normally an easy middle ground. Some consideration still needs to be given to the individual as much as to the team. (Once again, street runs two ways. I need to be considerate to them, but so do they to me. We form a "team" that way.)
4. As I've said before, I always try to get my own locks, unless I have a really effective team and I find that I don't need to. As an LRM user (and I say this, with the given statement that I've also used every weapon in the game as well), even I have a list of things that should not be done as I find they are less effective uses of LRMs. One such thing is not getting your own lock. Your team should not have to hold your hand and do all the work for you and you should get your own locks when and where possible. However, this also goes in reverse. Your team should (if they know you have LRMs) try to get locks, when it is safe and possible to do so. (AKA: I don't want you to die to get and hold a lock, but at the same time if you are fighting a target, you shouldn't refuse to lock to hinder your LRM ally. I've seen players not get locks intentionally to hinder their "LRM noob allies". This is also wrong, and selfish. It's as bad as those LRM users who wants the team to get the locks for them. Street, two ways.)
5. Though I will NEVER dictate to anyone what build they should use (as variety is the spice of life, and us all being individuals we should express ourselves as individuals with different strengths and weaknesses/skills), I suggest people don't run LRM boats. They can be just as effective outside a boat, and boating LRMs amplifies their weaknesses. This is not to say that boated LRMs (or any weapon for that matter) doesn't have a place in the game. It just says that I consider the risk of boating LRMs to be too risky. My personal opinion of course.
6. LRMs are a UTILITY weapon. They can deal more than just damage in a match. No one likes to hear "Incoming Missiles". People will run and hide when they hear that warning, instead of standing near to cover shooting at an ally longer. They also can be great assist weapons when someone does not or can not get line of sight with a target, typically as one closes into range and/or visual for other weapons.
7. Just because I know it's going to be said, balance builds also have a place in the current meta as well as roles within a team. Balanced builds have the strength of never being useless. They have to be played to their strengths, which isn't playing to a specific strength but rather playing to an opponent's weakness. Balanced builds require more skill to use effectively over many specialty/focused builds, because one has to identify the opponent's strength/weakness, and play accordingly. It's not everyone's thing. I speak of balanced builds here, because LRMs feel very much at home on balanced builds (in my opinion). Balance builds also can be good for lower skilled players, as they are never going to be "helpless". It's a mixed bag.
8. I have seen many times, in FP and in QP (Group and solo), LRMs be used very effectively. When I was playing my Stock Dragon 1N (yes, I know. I'm crazy. Pure stock in public? I do it sometimes) with a fellow unit mate (we wanted to have some fun) in the group queue, we came across a team of LRM players (most not even boats) with a couple NARC people. Our team had such unity that we quickly dispatched the enemy forces mostly via LRM fire and some select direct weapons fire. (Dragon 1N was a mix platform, having an LRM10 and some direct fire weapons as well.)
9. Often, it's not what you bring into a match, it's how you play with it. We can each come up with a thousand tales of any weapon used poorly, and a thousand tales of those same weapons used to spectacular effect. LRMs have the poor reputation they have due to nerfs on them (Tracking, locking mechanics, missile speeds, ECM, Etc), as well many players using them in a (and I hate to say this) "Skill-less manner". So often they wish to focus on the indirect aspect of the weapon, often to the detriment of the team and the skills truly needed to make LRMs effective for their team and their performance.
I agree that there are many ways to play LRMs poorly.
I agree that LRMs are not the best weapon in the game.
However, I disagree that LRMs are the worst weapon in the game. I also disagree that they are useless, forbidden from FP, powerless or otherwise in any way implied as being subpar weapons to everything else. They have their uses. Their many different uses and tactics are what is their strength, but also tends to be their weakness, especially when being evaluated. Even you, when evaluating the weapon, have reverted to only a single aspect of the weapon (Damage) and a single play style of the weapon (Hide behind the team, lock and fire only indirectly, [
as an LRM boat]). These are but only two pieces of what LRMs can do, and is only the bare surface of what LRMs are truly capable of preforming.
Want to know how I truly see LRMs and their use? Click on the link in my signature.
Edit: Just added a space, which somehow didn't get placed in...
Edited by Tesunie, 29 May 2016 - 08:39 PM.