Skyfaller, on 30 July 2013 - 03:42 PM, said:
2 lrm 15s is not a boat.
A stalker with 2 LRM15s and 2 LRM10s (or 4 15s or 1 20, 1 15 and 2 10s) is an LRM boat.
The problem with this change is that it EFFECTIVELY removes LRM support mechs from the equation. A CatA1 cannot now equip a full LRM load because it will get insane heat penalty.
For a weapon that has a 10+ second warning, takes 10 seconds to hit at max range, is highly visible in the air AND requires not only a lot of tonnage crit slots... and which REQUIRES additional purchase of upgrades AND modules to even become effective at dealing damage ... giving it a heat penalty is just... IDIOTIC.
Chain firing LRMs only makes them be chewed up by AMS. I know from tests that a quad lrm15 is stopped in FULL if chain fired and just two ams are chewing at it. What other weapon can be countered from start to finish like this? NONE.
The LRM heat penalty needs to be removed.
I disagree. My LRM hunch is balanced and I do fine in the games I play with it. I don't call it a boat, yes, because its balanced. Which is why I put "boat" in quotes to be sarcastic. I contribute about 200-300 pts of damage and get the occasional kill. I'm asset to my team and I know the role I play. And when I run out of ammo, I move in and brawl or cap with what's left of my mech.
Why do you need to pack an LRM60 or LRM70? You aren't going to win the game alone, ever, so why over-commit your mech to one weapon system? You'll save yourself a ton of grief in upgrades and cost and crits and ammo plus the heat. Yes, I know the Cat A1 is missile only, that's an exception, not the rule all other missile boating mechs can have backup weapon systems. Which is why I don't like the A1. However, you know what I've been seeing on the Cat A1 since heat scaling went in? Balance. I've been seeing two LRM15 or LRM20 with some set of SRMs. Which is bad for me when I'm playing in my HBK-4P because I liked to flank around to LRM boats, get within 190m and eat them up. If I saw a Cat A1, I made a bee-line and knew I'd get a kill with almost no damage. Now that party is over, PGI has taken away my favorite target.
Am I crying about it or calling it "insane" because PGI took away my favorite target? No. I'm not so melodramatic. In fact I celebrate it. I have to adapt and elevate my game to the new threat. That's fun! Thanks PGI!
Also, 10 second warning? What? That's true if you're firing at the extreme range of the LRM. If your within 500m or less the travel time is a few seconds, nor does the arc go as high, so I don't agree with your notion that LRMs have such limitations already. My advice, get within 300-500m of your target, wait for your lance mates to get a good lock on the guy then launch your LRMs. You'll find them very effective.
I'm glad chain firing is easily mitigated by AMS. Spamming LRMs like that isn't optimal, IMO. I saw two cheesy stalkers a few nights ago with, I think 5 LRM5s and they were chain firing them on a spider on River City. I've never seen spamming of LRMs like that! I was there with my 2xLRM15 Hunch and just watched the steady stream of missiles (there was another spider on our team tagging the first spider so we all had constant and juicy missile locks) and between the two they couldn't bring down the spider. The target, smartly, got into the buildings and dueled the spider that was TAG'ing him. I brought the guy down when he wandered into open ground in two salvos. It was ridiculous, and later in the match the two Stalkers had no ammo left and were useless milling about in lower city waiting to die. Those were bad builds and they made a bad decision to spam LRMs on a spider who had cover, but I'm not judging, if players want to field builds like that, be my guest.
Which brings me to my next point, we're talking about a little heat penalty, If you want to pack a LRM70 Cat A1 and alpha all that, then you take the risk of the heat. You have to factor that into your game play. Adapt, man. Fire one LRM20 with an LRM15, wait a few seconds, fire the next set. You'll probably save on ammo doing it that way because you'll probably lose lock as the player goes into cover or your forward team mate is too dense to hit 'r' and lock on to the target. And you'll likely have more missiles for the mid-to-end game of the match. And at that point, your team mates will love you. Its win-win, just takes a small adaption on your part.