LRMs don't appear in competetive play because they are unreliable. If you get a map like Crimson, HPG, River City, LRM's just suck. That being said, the biggest difference in "skill usage" on comp. Play you have between let's say a Meta-Jumpsniper and a LRM Mech is:
Your drop commander tells you to move to the hill of Grid Charlie3, focus fire on target Bravo:
In an LRM boat, it would barely would make a difference wether you put a 1-month casual player, provided he can press R and knows that his LRMs won't fly through walls, or a Closed-Beta MWO veteran into the mech.
In the poptart build it would obviously make a huge difference.
And that is exactly what the difference for me is, in LRMs, when it comes to accuracy - you can be a bad player and your LRMs would still hit but you can be only that good.
Now let's compare statistical data of both weapons:
And than there are people mentioning positions: You need to position yourself in any other mech too - in fact LRM boats have more options when it comes to positioning, because they can deliver both direct and indirect fire.
Here's an example:
You are on your LRM 60+Artimis HGN733 and I am on my HGN-733C with 2x PPC 2x AC5 but make it a VTR-DS if you want. We're both on Alpine Peaks at 500 Meters (effective range for all involved weapons) we both know how to torso-twist you to the right me to the left and start engaging each other.
Guess what? - You're probably going to win because you have a higher DPS, you can sustain more Heat and since you have artemis I am most likely to die before I can even get into the 180m range unless I make a
skillshot and take out your left torso (that's like alpha your left torso 3 times in a row) or make a
headshot.
I play LRMs myself in pugplay occasionally and can consistently get a average damage of 500 and pop a few 1000s. Having basically the same results with my metabuilds, with a average damage per match of 583.6 after the stats reset and after having played 400+ matches I can't really say that LRMs are that under-powered.
I find it amusing how people say that LRMS are supposed to counter Jumpsnipers. From my point of view LRMs just screw up everything but Jumpsnipers. Because you simply can't have a lock for long enough to make your missiles viable when I jumpsnipe from behind cover. In order to shoot, brawlers, well basically everything without Jumpjets have to leave cover for a way longer time, with 2 LRM boats that dude just lost at least 60 armor points...
Your barely 40% LRM accuracy only says that you're taking alot of indirect shots, without exactly knowing wether your missiles will hit or not, or how long your spotter can keep-up his target locked. And that you keep on shooting even after the target is virtually dead having 3-4 salvos hitting his corpse. I doubt you'd be that wasteful with your ammo when it came down to ballistics. - nothing wrong with that.
And than there is the range thing...yea you try to hit a moving target with your PPCs/AC5s on 800+ meters and tell me how it feels like and how often you can hit with your not even 18 alpha.
If anything, PGI should contribute their next "love" to brawlers.
Edited by Eglar, 03 April 2014 - 06:57 AM.