101011, on 27 March 2014 - 02:55 AM, said:
No problem. The reason it was a big deal was exactly what you stated, though: PPC's didn't end ECM, ECM couldn't be destroyed, NARCs were canceled out by ECM, and most people prefer firepower over TAG. Missiles were too weak back then for the majority of PUGs to use them, leaving it as a 1-ton ECM counter that had to be held on target versus an all-encompassing bubble of ECM. And no, the low-signal doesn't block friendly 'Mechs on the map, only the enemy.
Thank you for the clarification. One of your statements did stand out to me, however. "Most people prefer firepower over TAG." The way the rewards system is currently, with damage, component destruction, and kills/assists providing the most rewards, I can see why. There is really a small place for spotters in the mix, as they tend to do light damage and at best get spotting assists and the win bonus if your team pulls it out.
I pilot Jenners. Not well, mind you, but that's not a game issue, that's a me thing. My Jenners have TAG, because I'm of the mindset that wins and teamwork > personal damage. As a result, I don't get large payouts.
From everything I've read about LRM evolution in this game, there are a few things that keep popping up in my eyes:
1)
Players believe that LRM "skill" is nonexistent. Point and click is the essence of the game, be it from LRMs or from ballistic or laser fire. Does it take less "skill" to fire LRMs at an opponent? Of course it does. This is supposed to be mitigated by the spread of the missiles. From what I've read on the forums, the spread is nonexistent and the missiles are all hitting CTs. If so, this needs to be fixed to where they work as they are supposed to.
On the one hand, you have open maps (Caustic/Alpine) where running across the open terrain in a slow 'Mech can be a death march. Most of the complaints I've read about on the forums vs. the open maps are for the larger, slower brawler builds that if they got to within striking distance would decimate an LRM boat. LRMs are indirect fire weapons, and with a shorter range than many of the weapon systems out there currently in use and a minimum range as well, they're best used when the enemy who has longer range weaponry cannot target the boat directly, or cannot get inside the minimum range. NARC and TAG go a long way towards increasing the damage LRMs contribute, especially considering the number of ECM capable 'Mechs on the field. For the most part, however, these items require the use of a spotter 'Mech to perform the "cower and rain fire" method that boats are currently being accused of. (I am not saying it doesn't happen...I've seen it in matches. But with no spotter 'Mechs, those boats are going to have to risk getting sniped to perform anything at all).
This can be a double edged sword, however. Remember that if a player cannot see an LRM boat because of cover, than the LRM boat cannot see them either! Taking out spotters should be key in any match anyway, not just those where LRMs fly in the hundreds. And from personal experience, I cannot count the number of wasted volleys that players launch in maps like Frozen City, Crimson Straits, or River City where cover/tunnels are plentiful and LRM boats fire just because they can "target" a 'Mech someone else sees. If an LRM boat can't see a 'Mech, then chances are (VOIP and good communication aside) they can't tell if that 'Mech is somewhere their missiles are just going to be wasted upon firing.
2)
LRMs are too fast and AMS is useless. As I came back to playing just after the speed upgrade, there's not a lot of personal input I can throw out as far as LRM speed. The devs said it was too fast and they're dialing it back. As for AMS being usless, however...again, I pilot mainly Light 'Mechs in a support role. For matches without 3-4 missile boats, my AMS has kept me alive long enough to get pummeled by the brawlers a lot. And that's just me...carrying one launcher with 1 ton of ammo. For those matches that DO have 3-4 missile boats... well, 3-4 volleys of LRM60 is going to go through just about anyone's armor, AMS or not The system isn't supposed to take out every missile, every time. The same could be said about getting 4 'Mechs worth of PPC/Gauss/AC damage all at once.
3)
Cover is useless because of the LRM trajectory. Of everything I've read, I agree with this the most. LRMs should not have super high trajectories. It's not orbital bombardment, it's an arcing flight. Lowering the trajectory would allow more modest cover to provide some relief without breaking the missile's viability against targets that fight in the open. It also would mean LRM boats couldn't stand behind tall cover themselves and simply launch to their hearts content, as the lower trajectory would mean missiles hitting the cover instead of clearing it.
If a weapon system is so powerful that it breaks the gameplay, then yes, it needs to get looked at. If it instead is useless on the battlefield, it needs to get looked at. (Flamers, anyone?) I understand CW is coming, but fixing those systems already in the game before introducing new content would, in my opinion, keep a higher and more loyal consumer base, which makes it easier to develop that new content in the end.