Osric Lancaster, on 20 March 2014 - 02:55 PM, said:
What the sweet hell are you even talking about? Can someone who's less paranoid post their stats then? I doubt he's believe me if I posted mine. *shakes head sadly*
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.
No, we aren't sampling, here. The issue as described by your pro-LRM peers is LRMs vs. Everything Else. Your side says LRMs are worse than Everything Else, and are not only fine the way they are, but are in fact in need of improvement. Neither is true.
Deflection is a part of aiming, and aiming is not required by LRMs. Hence it is on my list™ of Things LRMs Don't Have to Do.
2 - Missiles have travel time worse than ballistics, lasers do not.
Lasers are also spread damage weapons that require excellent precision - I'd even go so far as to say that they're even harder to deal damage with than ballistic weapons. Range doesn't matter when it comes to LRMs. If the target stays locked, and the shot is fired within effective range, the missiles are extremely likely to hit. LRMs fly right over all but the tallest cover with aplomb in many cases.
Range, again, is not a factor.
3 - Again, not being able to aim is not a positive attribute.
You don't have to worry about where your shots wind up. You just fire. You're going to do some damage somewhere on the 'Mech, and if your first shot doesn't hit where you want it to, chances are your second one will. Most LRMs head straight for the torsos anyway, which is exactly where you and everyone else want to do the damage.
4 - I WISH convergence were an issue. Again though, lasers.
No, I think you misunderstand what "convergence" in this case refers to. With beam and projectile weapons, the weapons themselves actually have a point of origin from where they are installed. If the weapons themselves are not aligned with your point of aim when you fire, your shots can miss spectacularly. This often boils down to forcing yourself to wait a split second longer for your arms to catch up with your 'Mech's virtual rangefinder to make sure your shots "cross into" your distant target. This is a much greater concern for high-velocity precision ballistic weapons (read: Gauss Rifles).
This is not a concern for LRMs.
5 - You also can't control your missiles when your target decides to hug a friendly atlas's backside.
That doesn't stop LRM munchkins from showering you and your target for an easy kill, either. But that's not my point. LRMs will not detonate if an idiot teammate blunders right in front of your mech when you're firing. My Gauss Rifles will savage a 'Mech's rear armor if I'm not careful, and that means I have to be careful *all of the time.* This adds serious wrinkle to the strategy of the few players who care if they light their friends up or not.
This is not a problem for LRMs. Hitting someone at range - well, that's another issue.
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.
Nope. We still disagree. The speed increase makes LRMs too effective against anything heavier than a Medium, which was my point this entire time. The utter brokenness of LRMs as a weapon - that's a separate issue. My primary "rant" was directed at the incredible idiocy of making a low-demand weapon even more effective than it was before.
Edited by Master Maniac, 20 March 2014 - 03:15 PM.