Victor Morson, on 08 January 2014 - 09:18 PM, said:
Just to clear it up, there's quite a few PUGs that are quite skilled at the game, and quite experienced. The point being made at that time I think was that the competitive units should be the ones talked to about game balance, because it benefits everyone, and even if there are VERY experienced excellent PUG players, you'll also get tons of white noise from that segment of the player base.
I still hold to this. In fact I would be very, very happy to put the entire game balancing feedback in the hands of Mercenary's Star, since it has 4 of the 10 best units in the game right now. They understand the game extremely well and being a collection of units, can offer different perspectives.
All I can say to this is... Arrogant much? Is their (your conception of "competitive players") opinion on weapon balance and game situation THAT much more superior to my own that mine does not matter? I wont even go into the rest of this...
This is a can of worms you really shouldn't have brought to the table to be opened. Cause I'm sure someone will open it and it isn't going to be nice. I'll leave it at this, unless you press the issue and wish to open it yourself.
Victor Morson, on 09 January 2014 - 09:32 AM, said:
It does go a long ways, though, in particular when you consider the weaknesses of the skirmisher are precisely the same as the non-skirmisher.
But it's also why the fast-moving rule is important; you want to run straight back to your lines if hounded by a Jenner, and you can't do that in a Stalker. While you're right, the light would easily catch up on and overtake your Griffin, your Griffin should be able to get back to people who can swat the light for very little damage.
A heavier mboat will get shredded in the same scenario.
Likewise, the faster skirmisher with jets can jump and "glide" away from the target, while turning to face the target, delivering serious return fire while the distance is closed; the slower heavier 'mech can pretty much just stand & deliver until it's overrun.
Except that the same argument as to why a fast properly configured skirmisher can wreck a slower LRM unit is the same as the reason you want the speed above: Being able to fall in and out of the "front line" as needed getting shots, with the maneuverability to do it.
PS: The Griffin is really good at this. I plan to pick one up when they go Cbill, it's the one thing another medium does better than the Shadow Hawk.
Weakness of the skirmisher LRMs and non-skirmisher LRMs are not the same. They are two different configurations that are played in two different ways. Need I go more in dept about this?
What? A slower unit can't just stay closer to their unit more? Do you not consider other ways and styles that something can be played? Speed lets you move farther from your team. But even then, do you know how many times I've ran enemies through my friendly lines to get help, and they ignored me till I was dead? It's the life of a PUG... Sometimes your team will help you, other times you are on your own. This is why, unless you are in a premade, I suggest back up weapons. Not to say one can not work without them, but I just suggest them.
Does jump "gliding" make you move somehow faster than a faster jump mech (example: Jenner, Spider)? Really? We must not be playing the same game.
A slower LRM based mech can still do well against your "skirmisher", depending upon how they are played. My Stalker could probably do well against you, as it's got 6 med lasers to shear into a mech I know is moving too fast for my LRMs. Once more, the concept of back up weapons can help counter your "pure LRM vs LRM" thought process. This is not to say that either one of us will or will not lose more often than the other.
Victor Morson, on 08 January 2014 - 09:39 PM, said:
Just as you can't argue the world is flat once it's been discovered to be round, there is no rational argument that can justify taking an LRM with Artemis + TAG, as the weapon becomes wasted weight and crit space, nothing more, without these enhancements.
Because all of the roles and ideas suggested flat out do not work. Assault LRMs for example can be effective but is also immediately counterable; as stated, anyone driving a skirmisher will obliterate a Highlander running LRMs without even taking serious damage.
It's very one sided and newbies need a resource that both educates them on how it operates, and shoots down misinformation. There's a lot of that.
This is indisputable truth. If you pay 22 tons for weapons and don't go the extra few tons to make them worth it, you're handicapping yourself horribly. There's just no getting around it.
Do I care if you handicap yourself? Absolutely not. Why am I arguing it then? Simple: Again, I want to shoot down misinformation for new players interested in using LRMs.
You just totally started an argument about backup weapons (4 mediums) that takes 4 tons of ammo away from your 50 tonner's LRMs, which means they will turn into a paper weight 480 missiles sooner which was bad.. but then moved on to using your teammates to support you? Which is precisely what you should do with a skirmisher.
4 medium lasers isn't going to win you close range fights.
4 tons of LRM ammo is several dead 'mechs.
I stand by my assessment.
It will also die to an AMS that happens to wander past before it even gets out of the launcher, so yeah.
The Large Laser = Drops in, works with all weapons.
The LRM = Drops in, countered by ECM without BAP, countered by ECM at range without TAG, slow locks without augments, bad lock holding time without modules, ran run out of ammo (unlike LL), nobody adds 2 DHS per Large Laser anyway.
I am not arguing for something that is false. I am not even arguing against anything that is hard fact. I am merely pointing out other options and opinions counter to your own.
BAP: Only counters ECM 180m. Usefulness, situational.
TAG: Helpful for cutting through ECM when one has direct line of sight.
LRMs: Can be shot indirectly, situation dependent. (Advantage over taking that Large Laser.)
Large Laser: Depending upon one's configuration, one probably should take 2 extra sinks to keep it cool, unless they already run cool. This also presumes that one HAS an energy point to install a LL in. Which could also negate your TAG concept for "one tone more".
AMS: There are other ways of overcoming AMS, if you even cared to try most times. I actually found that having my missiles shoot off in waves (like placing an LRM15 into a 5 missile slot) can help a wave go through AMS uncontested. My experience has revealed to me that the second wave (particularly if it comes out in 3 waves) will hit an AMS target almost unscathed, but your first wave will almost be completely destroyed and the third wave will have a few taken out, but not all. What I see happen is AMS targets the closer one till all of them are destroyed and a little longer at them, then the second wave is too close for it to "lock" (AMS has a "minimum" range, so to say, on when it can lock onto a missile) so it will shoot a little at the third wave, which is mostly too close. As I said, AMS is not "all powerful" and there are other ways around it. This is also why some of us might "chain fire" LRMs in two "bursts" very closely behind one another...
(I was going to post this long post about my builds and how they are used, but posted created while writing it up sum up my point better than I was doing. So, I shall only post this vastly small portion of my post instead, omitting the builds I tend to use and how I use them.)