DevlinCognito, on 26 July 2016 - 02:48 AM, said:
Vitric - terrible for Lurms, far too much cover for the target with all the buildings high walls to use to avoid the LRM's
Grim - terrible for Lurms, far to much cover for the target to use to avoid LRM's unless fighting around the gun, but if you're dominating that area that area you've needed to push through tight chokepoints where LRM's are useless/let the attackers overrun you.
Emerald - if fighting outside the gates, a lack of high cover makes the LRM relatively useful, but all the objectives are inside the gate with all the high cover/buildings where LRM's are next to useless.
Hellebore - long sight lines would make LRM's helpful, but your spotter is going to be awfully exposed and focused down. If attacking there is way to much high cover for the defender to safely ignore them.
Sulphurous - High buildings for the defender to hide behind and plenty of ridges for the attacker to use to break LoS.
Boreal - I hear this touted as the map to bring LRMs on often, yet I rarely take anything more long ranged than a Large Pulse as there is plenty of cover to use if aggressive enough. It works well enough if you've got a team dedicated to LRMing against disorganised skittles.
Been thinking long and hard on what to say here.
Lets just say I disagree (to some extent).
It's all about what angle of attack you line up, and often times LRMs are about pushing and keeping an enemy behind cover (for the entire "incoming LRM" warning message) as much as they can be about damage. (They are a very utility weapon, and a weapon I often call a "terror" weapon.)
The maps you mentioned, I have no problem running LRMs on them. But, of course, I will also make note that I:
- Don't Boat LRMs.
- Stay with my Team.
- Fire directly as much as I do indirectly, with my other weapon systems being used as needed (and often).
- Stay on the move.
- Don't spray and pray.
- Sometimes will waste a volley to push someone behind cover again, even if I know they can't hit.
- Use LRMs primarily (unless above reason) within 600m. The closer to the minimum ranges, typically the better the results.
Then again, I'm able to consistently use LRMs in places people don't expect them to be used in, such as the basement of HPG (yes, it's close, but it can be done) and the underside of the Docks in Crimson Straights. Just this week, I was effectively using LRMs on Hellebore within the gated area (On defense and Offense) and did best with my single LRM based mech compared to the rest of my drop deck. (I will admit that I was with my unit at the time, but we didn't exactly "plan" an LRM mech into our strategy, I just took it because I could.)
It's all in how you use it, what you expect to get out of it, and about using what you've got to best effect. Then again, as I've stated, I also don't Boat LRMs. I only have a single LRM boat in all the mechs I own, but they are CLRMs so they don't have a minimum range (so to speak), and are on a fast mech (Summoner). All other LRM based mechs I own don't boat, and typically LRMs are a secondary weapon, or I have sufficient secondaries to compliment my LRMs (which means more than 2 med lasers).
AKA: If you read nothing else, just understand that I disagree with you because of the way I use LRMs. Not referring to the typical manner most people seem to use them (indirectly, boated, and standing "behind" the team), is a different story. But then again, comparing a weapon system to one of the worst ways you can use it isn't exactly a fair comparison.