LexLuther, on 20 April 2013 - 11:27 AM, said:
That's a match balance issue.
1. By encuraging a sniper to miss you are making it harder for them to hit you. The lessens your overall damage and increases your chance to close distance.
Errr, maybe it's different Elo brackets, maybe just hope, but in my experience this doesn't play out well.
I'm a decent shot, though not outstanding. That said, generally speaking, I don't miss often at all - and when I do, I'm not firing a full alpha (I'll fire a limited shot for on the shots I'm not confident on, to not cause heat issues). But, I know if I have a viable shot, I *WILL* hit. I assume this to be true of my opponents, and it typically is.
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2. Most snipers are not as dangerous up close. Due to the fact heat becomes an increasing issue the closer you get to a sniper. Sure the shot it's self is going to do the same amount of damage, but hitting a target moving a 90kph at a great distance is much easier then at close range. This is in addition to the fact that the most popular sniper builds don't move very quickly. I circle assault is my heavy and it don't even move very fast.
What? Hitting a target close is just as easy as far. At 90kph, I will absolutely NOT EVER miss you up close. Never. It can be tough if your target is a tiny light and tearing *** at 150kph, but a larger mech or below 100kph, my ERPPC's and Gauss are going to hit you.
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3. My aim doesn't have to be much better. Even though i'm moving while firing. The fact of the mater is that it is easy to hit a stationary target. As most of these snipers are. Even the pop-phracts jump in the same locations with the same timing.
This has to be an Elo issue. I'm never a stationary target, nor are the snipers I face. They don't jump in the same place at the same frequency. They do not stand still.
You can not rely on your opposition being bad, because with Elo, if you're not bad, your opponents won't be either.
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4. Your suggestion that SRMs would help is invalidated by the points you made. You claim you can't get close, I argue, that isn't necessarily true.
You CAN get close, but when you get close you're badly hurt. SRM's as they were help in that case because they were *very* powerful up close, which offset the fact that you were beat to **** once you got there. Now, they just don't have the same threat. You take tons of damage approaching, then you have to brawl with someone who's still able to dish 35+ damage pinpoint strikes.
Before we had big maps, SRM's ruled the roost, because getting and keeping range was extremely difficult at best on the tiny maps. With Alpine, then Tourmaline, we got maps where SRM's short range severely limited them and offset the fact that they did absurd damage up close. A1 Splatcats suddenly weren't nearly as beastly.
The missile nerf, though, destroyed the short range brawlers' advantage. Now, there's nothing left that's really threatening up close. The AC/20 is pretty beast, but few smaller mechs can even mount one, and if they do that's effectively all they have. It's woefully inadequate when facing 4 PPC's or what have you.
LexLuther, on 20 April 2013 - 03:42 PM, said:
When you're behind cover, you're not sniping anyone.
Pop out, fire.
"Incoming Missiles!"
In cover, cooling down, weapons cycling
*crump* missiles hit cover.
Repeat.
LRM's are terrible anti-sniper weapons. Terrible. Even if they do lots of damage, the nature of sniper play (jump or not) is to only be out of cover long enough to fire. Sniper projectiles travel 20x faster than LRM's do, so the sniper hits you and is back in cover loooooooong before the LRM'*****. If the sniper is in cover, you can't fire at him as you lose your missile lock.