Tw1stedMonkey, on 02 April 2014 - 09:53 PM, said:
The firs two are from 2013 so I didn't really read them. Pretty much you just need to know your environment and position relative to targets/teammates and keep situational awareness. Which is true for every player. Also don't stand within 180m of your fellow lrm boats so you can cover each other. To play lrms in solo queue can require skill to succeed but with a good spotter and several lrm boat allies it can be far too destructive for the effort involved.
The problem with lrms is the ease at which focus fire is possible. No other weapon system can focus all damage output to on single target regardless as quickly and easily as lrms. This is due to being just as effective when firing usng another's LOS (spotting) as using one's own LOS to fire. This coupled with the extreme durability potential of ECM lights allows for spotting even in fortified locations that should mean death for spotters, is causing a lot of issues. There should be a penalty to lock-on time and accuracy for firing without LOS to the target which with Tag or narc on the target will bring it back up to/beyond regular LOS levels without modules/tag. This makes it so every mech on the team isn't a free spotter, only those that dedicate a hardpoint to spotting will be optimum.
Target locks that disappear before giving detailed information should not be affected by things like target decay module and should fade within 1-2 seconds or just have it a function of time spotted with a cap. Glancing target aquisitions where a target is spotted for less thna a second should not be enough for a volley of missiles to hit.
Then change he missile arc so that a good general rule to deciding what cover is good enough for lrms is not being able to bring the torso weapon reticle over the cover. This:
https://onedrive.liv...nt=photo%2c.jpg
is not an acceptable missile arc from a location that is roughly on the same plane as I was. The arc should be gradual instead of sharp at the beginning and end.
I would also like to finally remove the ECM invisibilty cloak with possibly an added bonus to the decreased targeting information time and lock-on speeds that ECM has to compensate.
But the important thing is to try putting these in one at a time to see how much is needed so that things are not overnerfed. Single lrm launchers should be viable but lrm focus fire should not mean instant death for any assault not within 100m of lrm-proof cover.
So, you aren't reading some threads because "they are old"... has LRMs changed that much? Not really. The largest change to effect how you use them was the arc change. The speed change did not effect how I used them, it just made them hit a little (by 5-10%) more often.
My stats, which I believe I posted in this thread (if not, I can repost them here) say otherwise to everyone's "LRMs are OP". They weight more on my mechs, and deal less damage per match. They also, for tonnage dedicated to them, are underperformed ton for ton my other weapons (which I only shoot at 270m and under for the test mech). My direct fire weapons caused almost twice the damage per ton per match as my LRMs did. Twice.
Considering the match I saw, I can tell you LRMs do require their own skill set to use. If you aren't aware of your surroundings, it's easier for an LRM mech to focus in on their target (keeping the reticule forever inside that red square, no flinching away to redirect incoming damage) that they fail to notice the red triangles to the left or right of them, or even behind them. I've seen many people shoot the targets within 180m with their LRMs, wasting ammo and producing overheating amounts of heat, instead of either using their other weapons, or in a lack of them, shooting the LRMs at targets farther away that can be damaged by them.
I'm gonna guess that you haven't used LRMs for very long. Have you ever tried to get a lock on an ECM shielded mech...? Even with TAG, it can still be hard to manage, as it takes a long time to get a full lock. (Of if you have what happens to me, the game will bleep like you have a lock, and then you need to wait an additional 5-10 seconds before the lock is given to you.)
Don't forget, LRMs deal splash damage. They may have "1000+ damage!", but that damage is splashed all over their targets. Do consider that when discussing them.
Also, recall that LRMs have travel times. I've been stuck in many situations where I could get a lock, shoot, but I'd be wasting my ammo if I did as they press into cover soon after I get the lock. But, they got to shoot their entire AC/PPC/Gauss payload into me, nearly killing me and I can't even retaliate. I've seen many people waste tons of ammo, standing still, shooting such hopeless targets. Same goes for targets inside tunnels or with a roof over their heads. I've seen plenty of ammo uselessly explode continually on such things.
Then, there are also spots in the map that, if you are in, you can't even shoot any LRMs at all, as they all hit the ceiling uselessly, leaving you with no/less weapon systems.
And another point, try playing the (C) catapult. I did to try and get "Less Green, More Mean" title. I dropped it after several matches of heavy ECM, where my BAP cut through one ECM, but the second one stuffed me completely still, preventing me from doing any damage.
Not to mention AMS... which I've had 3 systems eat through my ALRM20 salvo, leaving nothing to touch my target... Then you have to find a new target, or reposition to have less AMS in the way (a concern no other weapon needs to worry about). Most people continue to shoot, wasting LRMs to the AMS feeding machine.
Shall we also mention light mechs? Got to learn to deal with them... Most people go with "shoot the closest", even with LRMs. With other weapons, this instinct works fairly well. With LRMs, normally leads to waste and uselessness.
As I've pointed out to other people, LRMs actually end up helping the enemy with their focus fire. If all you can see is a single Spotter, that spotter is going to be focused on more from instinct. Indirect fired LRMs present fewer targets to a coordinated team. This means that the LRM team tends to get focused fired a lot easier, making people drop faster.
Also, PUGs. Random. I don't know if I'd be dropped with another "missile boat", and if I am, will they stay 180m away from me? Will they actually realize (situational awareness again) that I could use their LRM support when I'm in trouble? Will the enemy be smart and face hug me so friendly LRMs that might be coming in hits me instead of him?
From what I've seen from PUGing, which I do very often, most people don't pay that much attention. When I see people getting shot in the back and not even turning around to see what is shooting them... and they die from it... yeah. I once (only once did I do this) had a mech on top of me I couldn't handle alone, and I even typed in team chat "Help Atlas. Behind you!" and was promptly ignored. I ended up having to brush a laser across their back to try and get their attention, doing little/no damage, and was still ignored. After I died, the mech I was fighting went after him, and then killed him because he still didn't even bother to look back. (And I died trying to protect him too.)
Anyway... LRMs do require skill to use well. Anyone can pick them up and use them, but to truly be effective with them requires a lot of skill. I mean, have you ever tried to blind (Dumb) fire LRMs at a target yourself? I have. It isn't easy. (But oh, is it so nice when you can. No warning and damage to them for standing still counting on their ECM...)
(I could go on...)
Lyoto Machida, on 03 April 2014 - 11:10 AM, said:
Get rid of indirect fire unless the target is TAG'd/NARC'd/UAV'd. Or give us 250m/s LRMs with low arc and make the LRMs target bones like the SSRMS...indirect fire would be at 120m/s. Make it so that Artemis doesn't actually give bonuses to indirect fire (which it shoudn't).
LRM whiners will still find a way to complain though.
Okay... so explain to me why my missiles will turn on the brakes when fired indirectly? Explain to me why this would happen.
And don't forget that LRMs did not get double (or triple) range as other weapons did...
(I read that the Artemis bonuses were removed for indirect fire some time back, unless that got undone or something.)
wanderer, on 03 April 2014 - 12:39 PM, said:
Note that a popular myth on the boards here is that a 'Mech in TT cannot do anything while spotting.
This is incorrect. A 'Mech doing anything else while spotting simply adds a +1 modifier to hit in tabletop instead. You want to tack on a small penalty to lock-on time for IDF mode, be my guest..
I could agree with that to some extent.