Brynjolf Heimskarr, on 23 May 2013 - 01:18 AM, said:
I only do PUGs, but...so far the change has been mostly positive. Yeah, LRMs are a little out of control. Cover *should* do a better job of stopping them. But that's my only real complaint. Otherwise, matches are much more dynamic. The critical mass death blob is gone because that's how you get owned by LRMs. Instead, there's lots of flanking, lots of maneuver, and it's great.
The Blackjack, honestly, plays like a faster Hunchback, and I can dig that. I'm rocking 6 ML + STD 280 and lots of DHS on the -1X variant and I'm averaging 300-450 damage/game with it. It's fast enough to not auto-die to LRMs and hits hard enough to kill things good and proper.
I'm happy with the game, for once.
I don't know if I would say it's dynamic - my experience has been pretty static. LRM boats abound now. Honestly the part that really bugs me isn't the LRMs but the play style they encourage. People just sit in the back waiting for someone to spoon feed them targets. God help them if they encounter a coordinate group because there's no amount of LRM fire that will save them.
As for LRMs being bugged... well I have lots of footage of LRMs tracking me directly vertical in the most absurd situations.
I'm really curious why the SRM flight path was changed - they were ok before so why the change? Now they spread immediately and never converge - just a wide spray of fire. It's a dramatic reduction in effectiveness at anything but point blank range at a time when short range weaponry was already under performing.
Regarding missiles: I've said this several times so I'm sorry if I'm repeating myself but why not make all missiles (LRMs, SRMs, and SSRMs) a skill shot. Just following the MW3 model makes the missiles much more interesting:
- Make the missile lock difficult to acquire but last a bit after acquired - say 1 second and no longer require facing the target.
- Missiles fire in the direction of their launcher not immediately in the direction of the target.
- Missiles steer towards the target at a fixed turning rate and flight speed (SSRMs are the fastest and most agile, LRMs are the slowest and least agile).
- Missile fly for specific amount of time based on their range (current LRMs hit targets @900-1000m despite the flight path actually being much longer than the 1000m range). This limits the effective range an angled shot can have. Straight shots get max range.
- Locks do not have to be maintained - missiles are fire and forget.
In this system it wouldn't be enough to just get a lock and fire at the target. You would need to approximate a firing vector and fire in that direction. Target around a corner to the left? Fire a little to the right so the missiles round the turn. Target behind a hill? Volley at a sharp angle so the missiles steer over the hill.
These fixed flight paths are boring and just make them either weak or an OP gimmick.
Edited by TruePoindexter, 23 May 2013 - 02:24 AM.