However, unfortunately, there is often opinion and misinformation about energy weapons mixed in with the LRM advice. This misinformation is sometimes put forward to support the view that ''LRMs are the hardest weapon system to use''.
I've created this thread is to provide a broader, factual context on the relativity of energy weapons to LRMs. I hope that it will help everyone come to a broader, balanced and unbiased view on the genuine tradeoffs between LRMs and energy weapon systems.
Myth: ''LRMs are unique in that a piece of equipment, AMS, exists purely to counter them.''
Fact: That is only half the story. LRMers also benefit from specialised equipment designed to help them hit targets - TAG, NARC, Artemis. Energy weapons have no specialised equipment to help them hit targets. More broadly, all weapons have counters. AMS counters LRMs as ''cover'' counters any direct fire weapon.
Myth: "LRMs are unique because users need to be able to dictate engagement ranges''.
Truth: LRMs are not unique in this regard. Users of energy and other weapons also need to carefully dictate engagement ranges. Eg. PPC users do decreasing damage at less than 90m. Eg. LBX users need to get very close to target to reduce particle spread. Eg. even ERPPC users have to consider that the further the range to a moving target, the more lead time they need to factor and the more chance that a moving target will jink away from a shot.
Myth: ''LRMers are unique in needing to find special optimal firing positions''
Truth: All good pilots, including those using PPCs, need to find optimal firing positions. In the case of direct fire weapons, such as PPCs, the smart pilot usually needs needs to be able to see a target and from a position where they can both shoot and also return to cover. And, if an LRMer has locked them in the time they were exposed, that cover needs to be about 2 storeys high in order to avoid the guided munitions inbound.
Myth: "LRMs suffer from highly limited ammunition.''
Truth: Ammo limits on LRMs are a balancing item for LRMs in the same way that other weapon systems have other balances. Beyond the obvious examples - Gauss and ACs and LBX and their ammo limitations - energy weapons like PPCs are balanced by the need to allocate valuable tonnage to heat sinks, and the amount of heat generated over time limiting their frequency of fre. Besides that, it is clearly observable that many LRM users take more than enough ammo to get them through a full match, as remote fired LRMs often deliver the finishing blows to final Mechs at end of matches.
Myth: "LRMs uniquely suffer from the time it takes to lock a target''
Truth: Again, this is a balance to the fact that LRMs can lock targets they can't even see, A PPC user is balanced by the time it takes them to leave and return to cover, exposing themselves to both direct fire and being locked up for guided LRM fire. Of course, SSRM users also need to lock targets.
Myth: ''LRMs don't work with indirect fire.''
Truth: Indirect fire - using the locks of other players - does work... it just yields much lower damage than direct locks. It is entirely possible to sit behind a rock landing LRMs on targets you cannot see. However, the resulting damage will be much lower than direct locks with all the technical enhancements. Ability to indirect fire is actually a key advantage of LRMs vs other platforms.
Myth: ''Indirect fire is pointless.''
Truth: While the damage from indirect fire will likely be lower than from direct fire with technical enhancements, from a MWO scoring perspective, it can still be quite valuable to some players. Eg. Players seeking to level up a chassis will be awarded a Kill Assist XP bonus if a solitary LRM hits a target. While indirect fire may not very beneficial to the team, it certainly helps PUGs trying to grind XP and level up.
Myth: ''LRMs need dedicated spotters for indirect fire to work.''
Truth; Any brawling Mech in melee, who has locked their target, is effectively a spotter for an LRMer. Further, because the target is currently in close quarters combat, the target will usually continue to melee rather than find cover from the LRMs, giving the LRMer easy hits at zero risk of return fire.
Myth: ''LRMs are unique in that they scatter damage instead of concentrating it.''
Truth: Lasers usually scatter damage because of the need to hold the beam on a location for a duration, often while both the shooter and target are moving. LBXs scatter damage due to increasing spread over distance. ACs may in effect scatter damage over time depending on the aiming skill of the user. PPCs do not scatter damage.
Myth: ''LRMs uniquely require a dedicated build and lots of extra equipment''
Truth: LRM users can choose to enhance their damage delivery, by adding TAG and Artemis and NARC Energy weapon users can choose to enhance their damage delivery by adding heat sinks and Cool Shots etc to manage their heat. But these are choices, and the opportunity to make that choice is not unique to LRMs.
Myth: ''AMS is over-powered.''
Truth: AMS is a minimum investment of 1.5 tons. On Light to Medium Mechs, that is a not a trivial amount of tonnage. That tonnage could otherwise have been allocated to, say, a ML, yielding 5 points of damage for each shot, every few seconds. That adds up to lot of foregone damage over time, vs the zero damage yield and score of the AMS. For Heavy and Assault Mechs, this is less of a concern.
Myth: ''LRM boating should not be a concern.''
Truth: LRM boats are already high scorers in some matches, particularly when there are several of them. While this is not a problem at the highest levels of coordinated team play, PGI have to be careful not to break the basic game while catering to the preferences of LRM devotees. (I will note here that Energy Boating also clearly works and in my opinion is ''bad''. However adding new LRM boats is not the way to address it. PGI should reduce incentives for existing PPC boats, not add new incentives for more LRM boats.)
I hope that the above will prove helpful to helpful to everyone - including LRM devotees - in aiding a broader consideration and perspectives on the merits - and tradeoffs - of our individual preferred weapon platforms.
EDIT: fixed an error on PPC damage dropoff helpfully pointed out by Ningyo.
Edited by Appogee, 29 June 2013 - 11:22 PM.


















