Ultimax, on 14 September 2016 - 10:44 AM, said:
That's what PGI is going after, the enemy of the day is "boating".
Whether or not I'm actually OK with boating (I am) is irrelevant. LRM 5s do not deserve special treatment if all boating is being targeted for nerfs.
The non-5 launchers, however,
did get special treatment and yet you're not up in arms about that. You want the 5 to be pathetic, but you don't care if the others get significantly stronger than they were.
Ultimax, on 14 September 2016 - 10:44 AM, said:
Those are mechs, not weapons systems.
Mech balance and weapon balance have a lot of overlap, especially when the weapons in question are highly dependent on a specific property of the mech they're mounted on (e.g. hardpoint count).
For example, global SRM buffs made the Griffin rise up to the top of the IS mediums lineup and also made the Oxide relevant.
Ultimax, on 14 September 2016 - 10:44 AM, said:
The point is not "overperforming" the point is performing beyond the intended cost/benefit ratio.
A single IS LRM 5 weighs a mere 2 tons, and takes up one slot.
Clan LRM 5s? 6 of them weigh less than a CUAC 5. That's quite a bit of "DPS-y" for that tonnage, even if it's spread. (And I'd argue those 6 CLRM 5s are probably more effective than a single UAC 5 is at accomplishing anything).
If we're going to talk about cost, there's more than just raw tonnage. Tonnage is important, but not everything.
All missile and ballistic weapons have the cost of ammo, which increases both the tons and slots you need. For LRMs in particular, I'd estimate around 1 ton per LRM5, 2 tons per LRM10, ~2.5 tons per LRM15, and around 3 tons per LRM20 (assuming that you don't have big missile cooldown quirks).
Having a minimum range is a form of cost. This applies more to the IS than Clans, but having even just a little damage instead of zero damage within 180m is still a big deal.
They also generate some heat. Not all that much unless in big numbers (like our 6-LRM5 boogeyman), but still worth noting. Certainly much more than the UAC/5 example.
Lastly, even hardpoint counts are an opportunity cost most of the time. On battlemechs, each variant "usually" has the same total number of hardpoints. So for example, you might get a Jenner with 6E or one with 4E and 2M. In order to get enough missile hardpoints to boat, this often involves giving up energy and/or ballistic hardpoints. Some weapons are dependent on high hardpoint counts, like the Small Laser or Machine Gun.
Having a low velocity is a cost that means you're much less likely to hit people who are near cover.
Spread is a cost.
The lock-on mechanic itself is a bit of a cost since if you lose the lock, then the missiles will usually not hit the target.
It's more like 3 LRM5 vs. 1 UAC/5 when all things are considered. Even then, I don't think I have to point out which of those weapon types is the more common and more powerful one on the live server.
Ultimax, on 14 September 2016 - 10:44 AM, said:
We all know LRMs are not top tier competitive weapons, on the other hand they are ridiculously prevalent during all of these "weekend warrior" events that we have. If they were totally trash, that would not be the case.
The reason for that is cost/benefit ratio, they allow players with either lower skill or lower effort to achieve results they wouldn't be able to otherwise. (And when massed they have a bit of force multiplication, but I digress).
Ultimax, on 14 September 2016 - 10:44 AM, said:
Those weapons with big puch also have big weight costs, they require you to aim, they require you to stick your face out - so if the paradigm is to nerf long ranged combat (which I'm against) - I see no reason long ranged missiles should be exempt.
Peeps and Gauss are both common and top-tier in both the live and PTS servers, so there is
some actual context to their nerfs. It's not just all forms of long-range.
LRMs aren't even that "long" of range most of the time due to velocity and needing to keep the lock. The sweet spot is around 500m or so. After that point they become increasingly unreliable.
On the topic of LRM exemption. the 10/15/20
did just get exempted as I have to keep saying. They didn't just get exempted either, they got
buffed.
The derpy lock-on mechanic also requires face time unless somebody either spots or UAV's for you.
Ultimax, on 14 September 2016 - 10:44 AM, said:
If you want them to be better, you need to argue for the points where they can realistically be improved - but that simply cannot happen with auto-aim and IDF. It cannot.
You've probably already seen me post Alistair Winter's big LRM picture several times already. I wage forum campaigns for reforming the lock-on mechanics more than anyone else here.
At the end of the day I know not to ask for the LRM5 to have its stats stronger than the current live server before any mechanics are changed. What I really want here is to simply
not nerf them because they're not a problem right now. In other words, just leave them as-is for the time being.
Ultimax, on 14 September 2016 - 10:44 AM, said:
This thread's title is focused on LRM 5s, that's the conversation.
The reason I'm dragging other launchers into the conversation is because I see a few inconsistencies in the anti-5 arguments you're using, because some of those arguments are actually generalized anti-LRM rather than anti-LRM5.
Ultimax, on 14 September 2016 - 10:44 AM, said:
Being DPS-y is exactly why they consistently outperformed other launchers, as long as you could take them en masse.
We can't simply compare them to LRM 10s or 15s, or 20s, because LRMs just add more launchers that all share the same ammo - you are effectively puzzle piecing your way to a tube count or what basically becomes a single big gun.
They share the same range, the same ammo, the same flight speeds, only lasers come close to being this similar but even then their ranges tend to be quite different.
So in essence, it's not a zero sum game where it's LRM 5s vs. LRM 10s vs. LRM 15s vs. LRM 20s - if these were all normalized, you could build your way to an effective tube count based on available weight, crit slots and hardpoints.
Assuming full normalization, the "effective tube count" will almost always focus on the biggest launcher since it requires the fewest hardpoints. With Artemis, using a small number of big launchers means you don't pay as many tons or slots as having multiple smaller launchers.
The point of messing with other variables like cooldown or spread is to account for the unchangables like hardpoints and Artemis costs.
In general, I have the ideal that people should have to make a choice between either high efficiency or high brute force, but not both. I don't think that people should get to have their cake and eat it too by having the most brute force also be the most efficient.