MischiefSC, on 11 March 2013 - 01:14 PM, said:
LRMs are not 'great'. They are designed to exploit bad players and force good players to always have to use the same tactics. If there are LRMs on the field then your map options and deployment options fall into a small handful of catagories. That's it. There's no tactical challenge, there is less. In a way it's like the ECM + premade vs pug debate. It's a game mechanic designed to exploit the new and the less skilled. Against everyone else it doesn't matter.
Make AMS shoot correspondingly faster, that's the easy balancing part.
With faster but less damaging LRMs a 3x15 boat is viable but a 2x15 + direct fire weapons build is better. Which is exactly what the game needs.
If we want artillery we need ARROW IV. If you want to sit in the back and respond to calls for indirect fire that's exactly what it does. That would be awesome. LRMs though should be for accurate attacks on fast moving targets at range or to soften enemies up while closing (or keeping at range). Area denial in its current form reduces tactical complexity, not increases it.
Direct fire weapons are already better than LRMs. Remember when LRMs did like 1.6 damage and you needed to fire 2 tons to kill an enemy mech? Why would you want to bring those days back?
The use of LRMs to reduce the tactical options of your opponent is one of the biggest reasons to use LRMs. It forces them into fewer and more predictable options. This is not a 'bug' of LRMs, it's a feature!
Plus, let's not fall into the fallacy that LRMs are just there to 'soften up' your opponent. No one took an 85 ton Longbow (2 LRM20, 2 LRM5, 2 Medium Lasers) to just 'soften' an opponent. LRMs kill in Battletech.
Sug, on 11 March 2013 - 01:14 PM, said:
How about we increase the speed and increase the cooldown? I'm sick of watching my shots float over the map slower than someone can throw a baseball.
Yes. Do the math.
I made a rocket in gradeschool that was faster than LRMs.
LRMs actually move at 360kph in MWO. You must have made a hell of a rocket.