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Dear Pgi. Thanks. That Is All.


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#181 Nicholas Carlyle

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Posted 20 March 2014 - 12:56 PM

View PostMaster Maniac, on 20 March 2014 - 11:42 AM, said:

Brilliant. Absolutely brilliant. That is quite unfair. Hmm. Unless, of course, this is reverse psychology.


No reverse psychology. While I think the LRM change is good, I still have 0 faith in PGI making any kind of meaningful major changes to this game.

The speed change they did took 2 seconds via an XML edit. It should've been done a year ago after they nerfed LRM's into the ground due to splash damage.

But nope.

#182 Lootee

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Posted 20 March 2014 - 12:56 PM

View PostRoland, on 20 March 2014 - 11:38 AM, said:

You actually COULD do it as a single change.

Back in MW4, missiles actually didn't just track a whole mech. They were actually affected by where your reticle was when you fired them. Certain pilots (Valk from CDS comes to mind as the single best LRM using pilot I knew of) were far more effective with missiles than others. Missiles actually did have some degree of skill in that game.

For MWO, what you could do would be something like this:
1) When you fire missiles, they will track the target regardless of whether you hold lock. They would be fire and forget, as they were back in earlier beta. (this would be a buff)
2) You could then increase the spread of missiles, such that normally when fired like this, they spread quite a lot... You'll always get some damage on a mech (unless they actually get behind cover), and rarely just waste whole volleys, but the damage would be sparse and spread over the whole mech. (This would be a nerf, but combined with the prior fire and forget aspect, would balance out.. and also make them more consistently fun to use.. because there are few things as frustrating as trying to use LRM's with pugs who can't hold a lock for more than 5 seconds)
3) Make it such that when you actually hold a lock, the missiles focus on where your reticle actually IS. Thus, this would give pilots the ability to control where their missiles hit somewhat, similar to how they function with Artemis... but NOT just automatically tracking the CT. This would give missiles a SKILL BASED buff.

Thus, with this kind of system, missiles would be turned into a weapon which can function as a passable support weapon, where they can do some damage always.... Making it less likely that they would be rendered totally useless in a match, while also making them not overpowered in situations where the enemy can't even return fire on the shooter.

But what it would also do is make it such that missiles could be used in a much stronger, more primary mode, in cases where the shooter is actually exposed to return fire.. And in these cases, the LRM shooter's effectiveness would actually be dependent upon his aiming ability. People with better gunnery skills would be more effective, if they were able to hold the reticle in a position smaller than just "giant red box that is bigger than the whole target mech".


I suggested something similar back when the heavy handed uncounterable ECM garbage first came out because LRMs were doing too much dmg.

Keep indirect fire the same, require a constant lock and widen the spread. Indirect fire is supposed to be a notoriously inaccurate way to fire missiles in BattleTech.

But in direct fire mode against a target you can see: when you press fire it turns on a TAG-like laser with a 630m range that lasts for 1 second. You have to lase the target to make your missiles lock on. The longer you lase the target the more missiles will home in on it. LRMs in direct fire mode are fire and forget. You lase the target for as long as you can and then the missiles launch. Depending on how good a shot you are with the laser designator your missiles home in on the body parts you locked onto or fly off into the weeds if you missed. This makes direct fire LRMs require just as much skill to use as a large laser and also solves the problem of the 1.5 ton Jesus Box shutting out a whole class of weapons.

Of course it fell on deaf ears for whatever reason. PGI seems to be hell bent on making everything a binary it sucks or it pwnz, nothing in between, paradigm.

Edited by PanchoTortilla, 20 March 2014 - 01:03 PM.


#183 Livebait

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Posted 20 March 2014 - 01:00 PM

LOL of all the things to f-with now. LRMs? really?

You know, I just thought about something. PGI devs did this change just to cause an S-storm within the community. Their just doing this as an aversion because of all the glaring issues and lack of content. So the forums are know filled with an issue that was never an issue. So, there going to change it eventually but in the mean time we beat up on each other and leave them alone on the REAL things that should be fixed.

Edited by Livebait, 20 March 2014 - 01:13 PM.


#184 Spleenslitta

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Posted 20 March 2014 - 01:06 PM

I don't use LRM's. No i'm just the one getting blown to bits by them.
I heartily approve of the way they destroy me after they tweaked it. Maybe they could be a little bit slower, but not much.

My current concern with LRM's aren't really that much available as weapons for light mechs.
I wish it there was less boating in MWO so that an LRM 5/10 could be used effectivly.

I wish there was less boating in general to be perfectly honest.

Edited by Spleenslitta, 20 March 2014 - 01:07 PM.


#185 Osric Lancaster

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Posted 20 March 2014 - 01:07 PM

View PostMaster Maniac, on 20 March 2014 - 11:24 AM, said:

Lasers are hitscan weapons. Missiles are projectiles. Their SOLE SIMILARITY is the fact that they do not do burst damage. I'm simply floored that you would be silly enough to suggest otherwise.


Neither requires you to lead the target, both do incremental damage. You can say one's a projectile and one's a hit-scan weapon and that's fine, but how does that effect the weapons in any way that does not make missiles demonstrably worse in a direct fire role? (which, remember is what I was talking about here.)

View PostMaster Maniac, on 20 March 2014 - 11:24 AM, said:

And, yes, ballistics are "choked by heat." They're already pretty darn hot for what they are. Given my experience in previous Mechwarrior games (and that's what counts because I couldn't possibly care less about TT - it's NOT relevant beyond establishing basic guidelines), ballistics are minimal to low heat weapons.


You do realize that they have the same per damage heat, just with a higher rate of fire, right? I'm sure PGI could slow their re-fire so you'll have less heat problems with your dakka if you ask them nicely.

View PostMaster Maniac, on 20 March 2014 - 11:24 AM, said:

That was their chief advantage, offset by their massive tonnage requirements and heavy, explosive ammunition. Now, a single AC/20 can cause as much as a twenty to thirty percent heat spike, depending on build/environmental factors. Pair 'em up and BOOM, Ghost Heat. So, yes, don't be silly - ballistics are NOT heat free.


Hey, no one likes ghost heat, but you realize that they lowered the heat of the AC/20, right? Or that I could have swapped 'AC/20' with 'LRM 20' in this blurb and it would have been essentially the same argument in reverse? Also keep in mind that you've chiefly been complaining about people 'chain firing' LRMs. Well. . . you can chain fire ac/20s.

View PostMaster Maniac, on 20 March 2014 - 11:24 AM, said:

I'm not going to apologize for personally disliking indirect fire weapons, either, if that's what you were hoping for.


Actually I was hoping you would eventually realize how strongly you are conflating your dislike for the tactic of indirect fire with the actual performance of LRMs and people saying they aren't that bad.

View PostMaster Maniac, on 20 March 2014 - 11:24 AM, said:

Introduce a skill mechanic, and then it'll be different.
. . .
Brilliant. Absolutely brilliant.



View PostOsric Lancaster, on 19 March 2014 - 07:29 PM, said:

LRMs are better now. Specifically, they're actually viable against speed demons so I bet light pilots are feelin' it. Their ammo per ton is still a bit restrictive, and they could use a bit better focus in direct fire and a bit less when indirectly fired to better express the inherent penalties of spotting visually for indirect fire. Have indirectly fired LRMs spread out to create a "field of fire", then have TAG and NARC work like reverse AMS by drawing missiles into a target from 200 meters away. That's how it 'should' work.


So yeah, mad props to Roland for fleshing out the system I've been proposing all along.

Edited by Osric Lancaster, 20 March 2014 - 01:10 PM.


#186 Master Maniac

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Posted 20 March 2014 - 01:10 PM

View PostLivebait, on 20 March 2014 - 01:00 PM, said:

LOL of all the things to f-with now. LRMs? really?

That's kind of sort of what I was thinking.

But to address Pancho, ECM is not without a counter. A *counter* ECM player can use stealth and cunning to get in close to the enemy and completely negate their ECM effect. No ECM? Well, shucks - that means you'll just have to get in there and do some actual fighting.

According to the Holy of Holies - the tabletop game that everyone seems to want to refer to when it suits their argument, and ignore when it doesn't - LRMs are NOT going to be Mech killers on their own, and you shouldn't expect them to be by extension. So why aren't you equipping some fightin' weapons, then? You know, for those moments where the LRMs can't be brought to bear?

EDIT: Again addressing that other guy:

"Neither requires you to lead the target, both do incremental damage. You can say one's a projectile and one's a hit-scan weapon and that's fine, but how does that effect the weapons in any way that does not make missiles demonstrably worse in a direct fire role? (which, remember is what I was talking about here.)"

How about the fact that you DON'T HAVE TO AIM LRMS?

"You do realize that they have the same per damage heat, just with a higher rate of fire, right? I'm sure PGI could slow their re-fire so you'll have less heat problems with your dakka if you ask them nicely."

And they also have completely different usage mechanics from energy weapons, too. Keep failing it up, you're on a roll.

"Hey, no one likes ghost heat, but you realize that they lowered the heat of the AC/20, right? Or that I could have swapped 'AC/20' with 'LRM 20' in this blurb and it would have been essentially the same argument in reverse? Also keep in mind that you've chiefly been complaining about people 'chain firing' LRMs. Well. . . you can chain fire ac/20s."

AND YOU HAVE TO AIM AC/20's, TOO.

"Actually I was hoping you would eventually realize how strongly you are conflating your dislike for the tactic of indirect fire with the actual performance of LRMs and people saying they aren't that bad."

More baiting and deflection, once again summarily ignored. You're not as clever as you think you are.

Edited by Master Maniac, 20 March 2014 - 01:20 PM.


#187 Daekar

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Posted 20 March 2014 - 01:20 PM

View PostMaster Maniac, on 20 March 2014 - 12:51 PM, said:

God, I'm so jealous. Some guys get to have all the fun.

I always get a laugh from the "recoilless" designation - from what I read, it seems a tad misleading. I guess "lessrecoil" just doesn't roll off the tongue so swimmingly.




Ha ha ha no. This is not Battletech. This is Mechwarrior - an entry in a series that I most likely have invested more time and enthusiasm in than you.

Besides that, your little jab is invalidated. You make it sound as though people have not been utilizing LRMs until this patch, which is positively and hilariously stupid to say.

"OMG this patch MAKES LRMs SO USEFUL BECAUSE NO ONE EVER USED THEM BEFORE. WHAT A GAME CHANGER WOW."

"Don't panic, guise, it's only a little speed buff, it's not a big deal."

Which is it, folks? You can't have it both ways.


I've been playing Mechwarrior since MW2, and bought every game except MW2:Mercs. I don't think that matters.

Mechwarrior is based on Battletech, and efforts have always been made (with more or less success) to make sure that weapons were transitioned from one format to another without becoming OP or useless. Claiming that Mechwarrior isn't Battletech doesn't make sense, because Battletech is the context in which Mechwarrior exists.

If you have attempted to use LRMs before the buff, you would realize that they were nearly useless unless you were facing a team of drunken toddlers who hadn't developed motor skills yet. You could practically ignore missiles because they were so easy to evade. Now with a small change in one parameter not related to damage, they can no longer be ignored because they don't constantly miss.

Just because some people stubbornly tried to use LRMs before doesn't mean they were balanced. I tried for a long time and just gave up hope and mothballed those mechs. Now people are finding a new balance, trying new load outs, and learning new tactics - I even saw pugs call flanking maneuvers! Are you so afraid of shifting gameplay?

For the record, I don't boat LRMs because they're too limited. Yes, I could pack my A1 with an ungodly tube count, but that makes you vulnerable in ways that doesn't happen with other weapons. As people learn to deal with LRMs again, the boats will once again become less common - especially after 3-3-3-3 drops and it won't be worth dedicating an assault mech to LRMs.

#188 Lootee

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Posted 20 March 2014 - 01:21 PM

View PostMaster Maniac, on 20 March 2014 - 01:10 PM, said:

But to address Pancho, ECM is not without a counter. A *counter* ECM player can use stealth and cunning to get in close to the enemy and completely negate their ECM effect. No ECM? Well, shucks - that means you'll just have to get in there and do some actual fighting.

According to the Holy of Holies - the tabletop game that everyone seems to want to refer to when it suits their argument, and ignore when it doesn't - LRMs are NOT going to be Mech killers on their own, and you shouldn't expect them to be by extension. So why aren't you equipping some fightin' weapons, then? You know, for those moments where the LRMs can't be brought to bear?


I made the initial suggestion back when there was no counter to ECM except another ECM and counter mode was bugged and not working. So no there was NO counter at the time. TAG and BAP and PPCs didnt do shit vs the Jesus Box at that time either.

LRMs are very much mech killers. Their only drawback was the 6 hex min range and dealing damage in 5pt chunks after rolling the cluster hits table. But if you got caught out in the open flatfooted in front of a Salamander, Naginata, or Heavy LRM Carrier expect to get hosed. Getting nailed with a LRM20 was nearly the same as getting hit with a barrage of 2-4 medium lasers, 2-4 Light PPCs, or 2 Ultra AC/5s set on double fire. I suppose those aren't mech killers either amirite?

Roland's and my suggestion add an element of skill to using direct fired LRMs over the current 'keep looking at a red box' mechanic.

Edited by PanchoTortilla, 20 March 2014 - 02:21 PM.


#189 Master Maniac

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Posted 20 March 2014 - 01:30 PM

View PostDaekar, on 20 March 2014 - 01:20 PM, said:

If you have attempted to use LRMs before the buff, you would realize that they were nearly useless unless you were facing a team of drunken toddlers who hadn't developed motor skills yet. You could practically ignore missiles because they were so easy to evade. Now with a small change in one parameter not related to damage, they can no longer be ignored because they don't constantly miss.


That is absolute hogwash, and the same garbage that LRM apologists have been espousing for months while merrily macroing "PRESS R FOR RAIN HURR LURR" in the chat every single match. LRMs are and have been the primary choice for munchkins for the longest time, and an easy way to get cheap kill steals. Mechspecs is stuffed to the grills with players boasting "amazing LRM spam builds" that "get 1000+ damage" and are "so awesome." Those same players bring the LRM apologies to the actual game when this comes into criticism.

LRMs are and always have been used extensively. Thoughtless LRM spam has been a problem with months, and it's pissing lots of players off. Your usual "find cover lol lol lol" excuses have been completely invalidated now that LRM flight speed has been increased.

It's that simple.

Being in an assault mech is a death sentence if the LRM boats just so happen to pick your targeting box over the others. You cannot outpace the missiles, and you have no recourse. It's guaranteed damage. Heavies fare only slightly better. The only difference is that now LRM speed has been increased, your laughable "well, don't just stand there, run away - it's so easy" excuse has evaporated.

As long as acquiring targets and holing the LMB are the only two requirements for effectively using LRMs, they will remain a no-skill weapon for cheap damage. Plain and simple. Deflect all you like - that is the simple truth of it.

"Are you so afraid of shifting gameplay?"

Isn't that cute. Between that and your insistence that anyone who has a problem with LRMs is a "drunken toddler without motor skills," and essentially everything Osric has ventured, I feel vindicated in my assertion that LRM apologists are the only ones defending this change to LRM flight mechanics...and LRMs in general.

Edited by Master Maniac, 20 March 2014 - 01:39 PM.


#190 Daekar

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Posted 20 March 2014 - 01:42 PM

View PostMaster Maniac, on 20 March 2014 - 01:30 PM, said:


That is absolute hogwash, and the same garbage that LRM apologists have been espousing for months while merrily macroing "PRESS R FOR RAIN HURR LURR" in the chat every single match. LRMs are and have been the primary choice for munchkins for the longest time, and an easy way to get cheap kill steals. Mechspecs is stuffed to the grills with players boasting "amazing LRM spam builds" that "get 1000+ damage" and are "so awesome." Those same players bring the LRM apologies to the actual game when this comes into criticism.

LRMs are and always have been used extensively. Thoughtless LRM spam has been a problem with months, and it's pissing lots of players off. Your usual "find cover lol lol lol" excuses have been completely invalidated now that LRM flight speed has been increased.

It's that simple.

Being in an assault mech is a death sentence if the LRM boats just so happen to pick your targeting box over the others. You cannot outpace the missiles, and you have no recourse. It's guaranteed damage. Heavies fare only slightly better. The only difference is that now LRM speed has been increased, your laughable "well, don't just stand there, run away - it's so easy" excuse has evaporated.

As long as acquiring targets and holing the LMB are the only two requirements for effectively using LRMs, they will remain a no-skill weapon for cheap damage. Plain and simple. Deflect all you like - that is the simple truth of it.

"Are you so afraid of shifting gameplay?"

Isn't that cute.


First off - if you haven't figured out that most of the loadouts at MechSpecs should be taken with a grain of salt, I don't know what to tell you.

Second, LRMs have not been a problem for months. They so much haven't been a problem that it has been unusual for me to SEE ANY in a match, and the people who asked for locks were politely (or impolitely) humored because their contribution was so lackluster in most cases. To me, and most people who pay attention, a large stream of LRMs was nothing more than an invitation to a flanking operation. I LOVED LRM mechs while playing lights and mediums because they were usually defenseless and ineffective, and usually bad players. In my heavies, even my 63kph Cataphract, I just ignored them unless I got around to killing them. If your Atlas is getting eaten, then you are suffering from PEBCAS

Maybe you're at an odd Elo level or something.

EDIT: You do know that Osric wasn't agreeing with you... don't you?

Edited by Daekar, 20 March 2014 - 01:48 PM.


#191 Osric Lancaster

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Posted 20 March 2014 - 01:46 PM

View PostSpleenslitta, on 20 March 2014 - 01:06 PM, said:

I don't use LRM's. No i'm just the one getting blown to bits by them.
I heartily approve of the way they destroy me after they tweaked it. Maybe they could be a little bit slower, but not much.

My current concern with LRM's aren't really that much available as weapons for light mechs.
I wish it there was less boating in MWO so that an LRM 5/10 could be used effectivly.

I wish there was less boating in general to be perfectly honest.

This is a sensible stance. They could balance massed AMS to be more effective on larger groups of missiles and less so on smaller groups so it didn't penalize light 'Mechs as hard. Also, boating anything to hard can be a problem, no question.

View PostMaster Maniac, on 20 March 2014 - 01:10 PM, said:

LRMs are NOT going to be Mech killers on their own, and you shouldn't expect them to be by extension. So why aren't you equipping some fightin' weapons, then? You know, for those moments where the LRMs can't be brought to bear?


That's absolutely, patently untrue. Which you would know if you'd ever played tabletop. I can point to dozens of 'Mechs in canon that use LRMs as their main armament. Yes you take backup weapons, but that's because LRMs have an inherent weakness at short range don't they? Do you even know how LRMs distributed damage in tabletop? Or how critical hits worked?

View PostMaster Maniac, on 20 March 2014 - 01:10 PM, said:

How about the fact that you DON'T HAVE TO AIM THEM?

You have to keep your reticule directly on them long enough to get a lock, and near them while the missiles are in flight. How is that not aiming? How is it different, and how is it better than being able to put damage where you want it directly in any way? Again, you're allowing your entire argument to be colored by your dislike of indirect fire, when I'm not even talking about indirect fire.

View PostMaster Maniac, on 20 March 2014 - 01:10 PM, said:

And they also have completely different usage mechanics from energy weapons, too. Keep failing it up, you're on a roll.


Your entire argument was predicated on heat. I addressed that and you jumped back to "But you don't have to aim!"

View PostMaster Maniac, on 20 March 2014 - 01:10 PM, said:

AND YOU HAVE TO AIM AC/20's, TOO.

And again. . .

View PostMaster Maniac, on 20 March 2014 - 01:10 PM, said:

More baiting and deflection, once again summarily ignored. You're not as clever as you think you are.


Congrats, on being able to outright ignore anything that doesn't support your view. You still haven't posted your stats for LRMs so we can compare how the effective use of these unskilled weapons compares to ballistics in your personal use.

You entire argument is still "LRMs don't need you to aim" and "LRMs aren't supposed to be a REAL weapon".

You ignore the fact that I'm talking about LRMs in direct fire roles and have suggested a skill based mechanic for them because you have latched on to me as someone with whom you must disagree no matter what.

Edited by Osric Lancaster, 20 March 2014 - 01:48 PM.


#192 Master Maniac

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Posted 20 March 2014 - 01:51 PM

View PostDaekar, on 20 March 2014 - 01:42 PM, said:

First off - if you haven't figured out that most of the loadouts at MechSpecs should be taken with a grain of salt, I don't know what to tell you.

Second, LRMs have not been a problem for months. They so much haven't been a problem that it has been unusual for me to SEE ANY in a match, and the people who asked for locks were politely (or impolitely) humored because their contribution was so lackluster in most cases. To me, and most people who pay attention, a large stream of LRMs was nothing more than an invitation to a flanking operation. I LOVED LRM mechs while playing lights and mediums because they were usually defenseless and ineffective, and usually bad players. In my heavies, even my 63kph Cataphract, I just ignored them unless I got around to killing them. If your Atlas is getting eaten, then you are suffering from PEBCAS

Maybe you're at an odd Elo level or something.


lol, here we go again. Would you like me to post some screens of my 1000+ damage matches? My 8 kill matches? 'Cause I've got a whole folder of them saved up for just this occasion. That whole "you only have problems with LRMs because you suck" thing is getting pathetic.

LRMs suck. They're lazy. They require little to no effort. This needs to be addressed, or players are going to drop this game like a rock.

Heck, I'm all for making LRMs *good* weapons. More good weapons and more viable options are a good thing. LRMs are NOT good weapons.

EDIT:

"Again, you're allowing your entire argument to be colored by your dislike of indirect fire, when I'm not even talking about indirect fire."

Oh boy. You be trolling. You be trolling hard.

I'm going to go ahead and put your responses in my circular filing system for consideration. Have a wonderful evening.

Edited by Master Maniac, 20 March 2014 - 01:53 PM.


#193 Daekar

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Posted 20 March 2014 - 01:55 PM

View PostSpleenslitta, on 20 March 2014 - 01:06 PM, said:

I don't use LRM's. No i'm just the one getting blown to bits by them.
I heartily approve of the way they destroy me after they tweaked it. Maybe they could be a little bit slower, but not much.

My current concern with LRM's aren't really that much available as weapons for light mechs.
I wish it there was less boating in MWO so that an LRM 5/10 could be used effectivly.

I wish there was less boating in general to be perfectly honest.

I actually have had 2xLRM5 on my Orion K for a while. They never really did any damage - most of the time they never hit. But they did get people to keel their heads down or abandon a position I didn't want them in so I could kill them with my real weapons - 4 medium lasers and an AC/20.

#194 1453 R

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Posted 20 March 2014 - 02:06 PM

View PostMaster Maniac, on 19 March 2014 - 08:15 PM, said:

[Stuff]


I gotta tell ya, Maniac…I read stuff like this, and all I can hear is “I don’t want MWO to be about anything but bloody-knuckles matches played with AC/20s because screw anything that takes brainpower instead of raw, adrenaline-fueled, mindless twitch skill.”

You claim that LRM systems ‘require the dexterity and cunning of a legless lobster’. Might I ask if you’ve ever played an LRM machine? Beyond the absolutely terrible, never-should-have-been-implemented trial Stalker? If you had, you may have noticed that it’s not really quite so easy as idiot Stalker pilots hiding out for indirect fire make it out to be. As is the case with every single player I’ve ever seen make this argument, you equate one skill – twitch aiming with instant-fire, direct LoS weapons – with all skills, and claim that anything which does not make use of this one skill is thusly equivalent to requiring no skill. Allow me to make a counter-argument.

LRM launchers are the only weapon in this game with multiple active counters, requiring LRM users to be more observant and aware of what their target is equipped with, as well as what’s happening with their fire at the other end. Direct-fire users get to point, click, bang, done. An LRM user has to judge whether his target is too well protected by enemy AMS coverage/overlapping ECM to engage, and needs to do so within one or two salvoes tops if he wants to conserve his limited ammunition for fights he can win.

LRM launchers are the only weapon in this game that require R-targeting and lock-ons to function (exempting Streak missiles, of course). A direct-fire twitchgremlin can take instant snapshots at anything he pleases – an LRM user must select his target, then acquire and maintain lock for far longer than any other machine has to, in order to do any damage. LRM users have to face their targets for much longer periods of time than shoot-and-swivel brawlers or poptarts, and need to find ways to engage their targets whilst doing that and not dying.

LRM launchers are the slowest projectile in this game, even after the recent, sorely needed velocity buff. They are the only weapons which can be actively evaded by a target after being fired – even the AC/20’s sluggish slug, if fired on target, moves too quickly for much of anything to reliably dodge. LRMs, on the other hand, give the target an audible warning when fired, clueing a target in that he is under threat and needs to get under cover. An LRM machine has to judge whether it’s even worth engaging his targets – will his missiles get there and deal damage before the target can break lock or find cover?

No Maniac, LRM launchers do not require the mindless, Call of Duty-ish twitch skill prized so highly by…well, Call of Duty players. Instead, they require a level of strategic ability and battlefield awareness not really crucial, or often even beneficial, in twitchmonkeys. Doing all right in trial Stalkers is easier for brand-new, fresh-faced rookies who haven’t figured out the dual reticle yet than is doing all right with a direct-fire ‘Mech – but doing well with LRMs, consistently, against pilots who know what ‘INCOMING MISSILES’ means and how they need to respond to it?

That takes skill and knowledge. Certainly of the Chessmaster sort rather than the Gunslinger sort, but frankly, who are you to tell me that the ability to outthink, outmaneuver, and outplay my enemies rather than outshoot them isn’t skill? If you can catch me out with direct fire and drop me, congrats – you were better at what you do than I was at what I do that match. But if I can drop you with my tubes, then perhaps I was just better at what I do in that game than you were at what you do?

After all, whatever way you look at it, one of us is dead and the other is not. That’s a pretty clear indication of who won a fight.

Edited by 1453 R, 20 March 2014 - 02:08 PM.


#195 Daekar

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Posted 20 March 2014 - 02:08 PM

View PostMaster Maniac, on 20 March 2014 - 01:59 PM, said:


You're a real pantload. I'm very impressed with your ability to copy-paste images and memes. That's awesome. 4chan is right over there. I think you'll fit in like a champ.


Pantload? Haven't heard that one before. What is 4chan? Something worthy of your distain, obviously... is this a weird internet culture reference like that ******** Gangnam Style video?

Edit: I'm more and more convinced that Maniac is just ranting. Don't have to worry about nearby friendlies? Most of the time not exposed to danger? And since when did you have to account for deflection and convergence when aiming ballistics? There is a bit of bullet drop as they move beyond their nominal range, but it's minimal, and aside from that they're point and click. Well, that's all I do and things seem to explode just fine.

Strengthening direct LRM fire and weakening indirect fire is totally fine with me, as long as the indirect fire isn't weakened to the point that it's a waste of precious ammo.

Edited by Daekar, 20 March 2014 - 02:26 PM.


#196 Master Maniac

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Posted 20 March 2014 - 02:29 PM

View Post1453 R, on 20 March 2014 - 02:06 PM, said:


I gotta tell ya, Maniac…I read stuff like this, and all I can hear is “I don’t want MWO to be about anything but bloody-knuckles matches played with AC/20s because screw anything that takes brainpower instead of raw, adrenaline-fueled, mindless twitch skill.”

You claim that LRM systems ‘require the dexterity and cunning of a legless lobster’. Might I ask if you’ve ever played an LRM machine? Beyond the absolutely terrible, never-should-have-been-implemented trial Stalker? If you had, you may have noticed that it’s not really quite so easy as idiot Stalker pilots hiding out for indirect fire make it out to be. As is the case with every single player I’ve ever seen make this argument, you equate one skill – twitch aiming with instant-fire, direct LoS weapons – with all skills, and claim that anything which does not make use of this one skill is thusly equivalent to requiring no skill. Allow me to make a counter-argument.

LRM launchers are the only weapon in this game with multiple active counters, requiring LRM users to be more observant and aware of what their target is equipped with, as well as what’s happening with their fire at the other end. Direct-fire users get to point, click, bang, done. An LRM user has to judge whether his target is too well protected by enemy AMS coverage/overlapping ECM to engage, and needs to do so within one or two salvoes tops if he wants to conserve his limited ammunition for fights he can win.

LRM launchers are the only weapon in this game that require R-targeting and lock-ons to function (exempting Streak missiles, of course). A direct-fire twitchgremlin can take instant snapshots at anything he pleases – an LRM user must select his target, then acquire and maintain lock for far longer than any other machine has to, in order to do any damage. LRM users have to face their targets for much longer periods of time than shoot-and-swivel brawlers or poptarts, and need to find ways to engage their targets whilst doing that and not dying.

LRM launchers are the slowest projectile in this game, even after the recent, sorely needed velocity buff. They are the only weapons which can be actively evaded by a target after being fired – even the AC/20’s sluggish slug, if fired on target, moves too quickly for much of anything to reliably dodge. LRMs, on the other hand, give the target an audible warning when fired, clueing a target in that he is under threat and needs to get under cover. An LRM machine has to judge whether it’s even worth engaging his targets – will his missiles get there and deal damage before the target can break lock or find cover?

No Maniac, LRM launchers do not require the mindless, Call of Duty-ish twitch skill prized so highly by…well, Call of Duty players. Instead, they require a level of strategic ability and battlefield awareness not really crucial, or often even beneficial, in twitchmonkeys. Doing all right in trial Stalkers is easier for brand-new, fresh-faced rookies who haven’t figured out the dual reticle yet than is doing all right with a direct-fire ‘Mech – but doing well with LRMs, consistently, against pilots who know what ‘INCOMING MISSILES’ means and how they need to respond to it?

That takes skill and knowledge. Certainly of the Chessmaster sort rather than the Gunslinger sort, but frankly, who are you to tell me that the ability to outthink, outmaneuver, and outplay my enemies rather than outshoot them isn’t skill? If you can catch me out with direct fire and drop me, congrats – you were better at what you do than I was at what I do that match. But if I can drop you with my tubes, then perhaps I was just better at what I do in that game than you were at what you do?

After all, whatever way you look at it, one of us is dead and the other is not. That’s a pretty clear indication of who won a fight.


I was honestly laughing the whole way through that one. Thanks for that. Oh, boy.

"I'm smarter than you! Go play Call of Duty!"

Heard it before. Pathetic. Next!

"Point click bang done"

Isn't that cute. Because, you see, getting into position in a slow mech, not getting shot in the flank while doing it, exposing yourself to enemy counter attack, centering your sights, adjusting for deflection, range, and convergence, scoring a shot, and repositioning requires actual tactics. Actual thinking. Nice denigration. You apologists are advancing my point more than you even realize.

Running around in a brawler entails strategy, activity, and caution. Death is just a corner away if you don't work with your team. Standing still and blazing causes near-instant death by CT destruction. Firing and moving is a hard-learned skill. Fending off multiple opponents is an art. Finding exit routes and pushing weak spots in enemy formations is necessary to stay alive long enough to do the damage.

Boating LRMs? You point your crosshair at the big red box and click a mouse. Congrats. You are probably a killer at Microsoft Excel.

Keep on insulting players who think LRMs are flawed. Go right ahead. Bleed players one at a time until you and your little premades are the only ones willing to play SItwarrior Online. I'll be cool with that. I'll just figure out a way to get MW3 running on a modern computer again. Surely it can be done.

"against pilots who know what ‘INCOMING MISSILES’ means and how they need to respond to it?"

Yeah, like getting your 45 kph mech out of the line of fire before oh wait nevermind now Assault and Heavies have no chance at all to do that and might as well just sit back at spawn or better yet just disconnect entirely and uninstall the game THIS SOUNDS GREAT. I see now why this flight speed increase was such a good idea! Let's just get those pesky slow mechs out of the game and LET'S ALL PLAY HAWKEN

"That takes skill and knowledge. Certainly of the Chessmaster sort rather than the Gunslinger sort"

HAHAHAHAHAHAAHA Yeah, I see a common, thread, here.
LRM apologists think they are cleverer than they really are

More denigration. Keep it coming, brother. If it works for politicians, it certainly should work for you. Call non-LRM spammers "mindless."

I'm glad I don't have to feel too bad about responding with the same.

"An LRM machine has to judge whether it’s even worth engaging his targets – will his missiles get there and deal damage before the target can break lock or find cover?"

No they don't. 90% of LRM users merely hold the button down, brother. You're not fooling anyone who isn't already on your side of this thing. Hold till the little red box goes away. Hence, I'm still getting "INCOMING MISSILES" spam about 3 or 4 seconds after completely disappearing from line of sight pretty much every single time I'm engaged by a boat.

No sale.

" As is the case with every single player I’ve ever seen make this argument, you equate one skill – twitch aiming with instant-fire, direct LoS weapons – with all skills, and claim that anything which does not make use of this one skill is thusly equivalent to requiring no skill."

Bogus generalization and blatant deflection. I never said anything of the like, nor did I suggest it. Nor did I suggest that LRMs and skillful engagement are mutually exclusive concepts, nor did I suggest they should be. You are deflecting, and poorly. What I said is that LRMs in their current state are crap.

No sale.

"A direct-fire twitchgremlin can take instant snapshots at anything he pleases – an LRM user must select his target, then acquire and maintain lock for far longer than any other machine has to, in order to do any damage."

Aaaaand yer done. You hold a crosshair over a target that you NEEDN'T EVEN BE ABLE TO SEE, wait a moment, and then press a button for damage. Dude, just stop.

EDIT:

View PostDaekar, on 20 March 2014 - 02:05 PM, said:

Funny when you consider his perspective on the use of LRMs, that they're widespread, common, and too effective. If they were widespread and formed the meta of the majority of games, then PGI would know because they track those statistics. And PGI has a habit of nerfing the meta. But they buffed LRMs, which is an indirect testimony that they weren't being used enough.


That's some solid logic, there. I'm sure it has nothing to do about the constant crying about OMGOVERPOWEREDFRONTLOADEDSUPERLEET damage.

I'll go with my theory: it's meant to satiate the bads, which are, as I see now, the overwhelming majority of...well, pretty much the communities of every online game everywhere. Learning how to play is so overrated. Let's all just roll some dice, stick in a RNG for everything, and just pull in MOBA rules and make MWO a numbers and strictly role-based game. Everyone else is doing it.

I see the future now: assaults will have force fields to tank damage, lights will have modules that make some damage count as misses, heavies will have a super speed boost charge attack, and mediums will have a rate of fire increase with a cooldown timer. Min/Max those Level 80 Purple Brawler Supreme Highlanders, man, they're sooooo meta.

RIP skill, strategy, and tactics. You will be sorely missed.

Edited by Master Maniac, 20 March 2014 - 02:37 PM.


#197 Mcgral18

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Posted 20 March 2014 - 02:42 PM

View PostMaster Maniac, on 20 March 2014 - 02:29 PM, said:


I'll go with my theory: it's meant to satiate the bads...

RIP skill, strategy, and tactics. You will be sorely missed.


Well, you're right on one count. The bads don't know how to counter a weapon they've never had to fear before. The Bads don't want to adjust, and will begin their whine.

The tears when SRMs are finally fixed will be glorious. The 25 tube LRM SHD will become a 22 tube SRM, and collect even more tears and whine, maybe even more than the tri-2.

#198 Daekar

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Posted 20 March 2014 - 02:43 PM

Maniac thinks premade bullies use LRMs. This amuses me.

Maniac thinks the fact that noob LRM carriers waste ammo trying to shoot at targets that they are about to lose lock on is an advantage of LRMs. This also amuses me.

Maniac thinks that LRM boats sit still behind impenetrable walls and are immune to being flanked. I can't think of anything more ridiculous.

Maniac thinks that LRM carriers don't move with the battle or strive to dynamically position themselves in the second line as the fight flows. Perhaps he's doing it wrong?

Maniac thinks that slow mechs are helpless before the onslaught of LRMs. Methinks he needs to watch somebody who knows how to play.

The more he says, the more I'm convinced this is a L2P issue. How else could he be convinced that all these bad things are the result of a weapon system that is 100% absent from top tier play?

#199 Master Maniac

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Posted 20 March 2014 - 02:55 PM

View PostDaekar, on 20 March 2014 - 02:43 PM, said:

Maniac thinks premade bullies use LRMs. This amuses me.

Maniac thinks the fact that noob LRM carriers waste ammo trying to shoot at targets that they are about to lose lock on is an advantage of LRMs. This also amuses me.

Maniac thinks that LRM boats sit still behind impenetrable walls and are immune to being flanked. I can't think of anything more ridiculous.

Maniac thinks that LRM carriers don't move with the battle or strive to dynamically position themselves in the second line as the fight flows. Perhaps he's doing it wrong?

Maniac thinks that slow mechs are helpless before the onslaught of LRMs. Methinks he needs to watch somebody who knows how to play.

The more he says, the more I'm convinced this is a L2P issue. How else could he be convinced that all these bad things are the result of a weapon system that is 100% absent from top tier play?


lol, and again it boils down to snobbish insults. Smells very Democrat in here.

Tell you what - I'll be looking for you on the battlefield. I'll bring SRMs. :-D

"Maniac thinks the fact that noob LRM carriers waste ammo trying to shoot at targets that they are about to lose lock on is an advantage of LRMs"

Never said it was an advantage. I said that's the way most boats play. As in 90% of them. Which reinforces my belief that they are skill-free spam weapons. You get no points for that one.

"Maniac thinks that LRM boats sit still behind impenetrable walls and are immune to being flanked. I can't think of anything more ridiculous."

Nope. I get a distinct satisfaction from fragging LRM boats from behind. It's part of what helped me win the Blackjack tourney. So much fun. Doesn't change the fact that LRMs are skill-free spam weapons. You get no points for this one, either.

"Maniac thinks that LRM carriers don't move with the battle or strive to dynamically position themselves in the second line as the fight flows. Perhaps he's doing it wrong?"

"Dynamically position themselves." lol, you mean they deign to move their fat hindquarters a couple of steps between salvos? Oh, that's neat. Points awarded: zero.

"Maniac thinks that slow mechs are helpless before the onslaught of LRMs. Methinks he needs to watch somebody who knows how to play."

"Use cover lol lol lol you so bad *click click click click* lol lol lol I'm too good for you." - Every LRM apologist ever.
Slow mechs were extremely vulnerable to LRMs before - which is fine, because if they're out in the open, they should be - but now there is absolutely no recourse, which brings me back to the crux of my argument: LRMs now travel too fast for anything slower than a Medium have even a chance to dodge. Points? Nein.

I am sad for this game's wretched community.

#200 Osric Lancaster

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Posted 20 March 2014 - 02:55 PM

View PostMaster Maniac, on 20 March 2014 - 01:59 PM, said:

Man, the HuffPuff is strong in this one. Deflect more.
. . .
STOP DEFLECTING. Or are you selectively sampling my posts?


What the sweet hell are you even talking about? Can someone who's less paranoid post their stats then? I doubt he'll believe me if I post mine.

View PostMaster Maniac, on 20 March 2014 - 01:59 PM, said:

1) Accounting for deflection
2) Accounting for range (and there is a mild parabola effect at longer ranges with ballistic weapons, to boot)
3) Accounting for shot placement
4) Accounting for convergence (which is an issue with projectile/beam weapons because shots can deviate due to weapon origin deviation)
5) Accounting for low obstacles or nearby friendly units
"LRMs are NOT going to be Mech killers on their own"


1 - Lasers was my counter example, stop jumping to ballistics. And if you are dealing with a target fast enough to cause serious deflection you're dealing with a target fast enough to dive for cover.
2 - Missiles have travel time worse than ballistics, lasers do not.
3 - Again, not being able to aim is not a positive attribute.
4 - I WISH convergence were an issue. Again though, lasers.
5 - You also can't control your missiles when your target decides to hug a friendly atlas's backside.

View PostMaster Maniac, on 20 March 2014 - 01:59 PM, said:

I said nothing about making LRMs ineffective as direct fire weapons. I specifically said that they should be FASTER AND EASIER TO USE in direct fire situations, WITH BETTER ACCURACY.

I advocate making LRMs LESS EFFECTIVE AS INDIRECT FIRE WEAPONS.


Congratulations! You've discovered the less than secret message in my post that we've been essentially agreeing on the correct way to make direct/indirect fire LRMs better, more interesting weapons all along! Give yourself a pat on the back for only taking seven plus posts of hard ranting to figure that out. That still doesn't make LRMs overpowered as weapons on individual 'Mechs.

Edited by Osric Lancaster, 20 March 2014 - 03:02 PM.






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