Corwin Vickers, on 01 April 2014 - 11:33 PM, said:
What you said was:
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Sounds like you were saying people need LRMs to me.
Fair enough, I can see where you came to that conclusion.
Early on in the LRMfest it did feel like that. It's gotten better in most games - but it can still be horribly lopsided in others.
Corwin Vickers, on 01 April 2014 - 11:33 PM, said:
When I poptart or use direct fire weapons in general, I tend to hug cover giving myself the widest angle of protection from that cover. I jump enough to clear my weapons, fire, drop down again, and usually move to another spot so that people aren't waiting for me to jump up in the same place again so they can return fire.
You can do the exact same thing with LRMs, including Jump firing.
I've done quite a lot of Jump firing LRMs on maps like Alpine.
You can find cover that provides similar protection and in many cases better protection as long as your missile flight angle can clear whatever is in front of you.
Corwin Vickers, on 01 April 2014 - 11:33 PM, said:
When you are using LRMs you must stand away from cover, sometimes out of cover, in order to get a flight path to the target.
Standing
back a touch from cover is not the same thing as standing out in the open.
You can have cover, fire LRMs and provide your opponent with 0 fire lanes on you.
I do it repeatedly, and I'm convinced it's not something unique to me.
Corwin Vickers, on 01 April 2014 - 11:33 PM, said:
Also, not all LRM fire is indirect. Self targeted LRM fire requires you to expose your self for the travel time of the volley and all subsequent volleys. Direct fire requires you to expose your self for the 1 second you need to clear your arms over the object in front of you.
Yes, I know how direct fire works.
Those are exactly all of the drawbacks to using weapons that do not have an IDF mode and do not have the ability for multiple allies to all focus fire on a single target while tucked in safe firing positions.
Those same weapons that you need to keep the reticle directly on the target.
When I use LRMs in direct fire mode, it's much more forgiving in that one only needs to keep the targeting reticule anywhere inside the generously sized red box.
It has the very real drawback of min 180m but it also has the very real advantage of being able to run at top speed while firing with an exceptionally low chance of missing.
Corwin Vickers, on 01 April 2014 - 11:33 PM, said:
The "teamwork is OP" argument is not a very strong one. Team work with any style of play is powerful. In fact, I, and others are saying, that direct fire team work is far superior to LRM team work.
Also TAG and NARC are primarily taken to counter ECM, not for the bonuses.
Teamwork is great, I'm all for teamwork.
I want teamwork to always defeat selfish play.
While several players noticing a red triangle pop up on their minimap because 1 guy pressed the "R" is in fact teamwork, it is low coordination required teamwork.
What this means is not that those players are bad, or noobs, or unskilled, it means they are able to leverage a mechanic to focus fire much, much more easily than if they tried to call out targets by typing in chat.
Sidenote: I'd kill for a small set of built in targeting hotkeys to help PUG teams focus fire without voice chat.
Corwin Vickers, on 01 April 2014 - 11:33 PM, said:
Just to be clear, I am the poptart player saying LRMs are useless and you are the LRM user saying LRMs are over powered.
I'm not saying they are overpowered, I'm saying that IDF leverages several force multiplication tools too easily for the potential output that can be derived.
There is some nuance there, I'm sure several years of game forums have soured the pool for all of us - but not everyone is a black & white extreme viewpoint monger.
Joseph Mallan, on 02 April 2014 - 05:19 AM, said:
It is a combat Video game and as such I will use Combat strategy and military science to hopefully put me in a position of beating someone not using those Skills. you know determining the right blend of short & long Range with Fast and armored forces that blend direct and indirect fire support. That is the thinking portion of the Thinking mans game. A good team that has the right blend of these qualities will kick the crap out of any improperly "balanced" team.
Of course, I wouldn't have it any other way.
That doesn't mean some mechanics shouldn't be tweaked to be less problematic in what is effectively a random team creator.
The goal should always be fun, enjoyable gameplay - there were many times last week that were not fun nor enjoyable even when I was on the winning team when my team was the one who got lucky with all of the ECM & LRMs.
I'm not like a lot of people, I have fun even when I lose if the game was a hard fought close battle. That's pretty much what I'm in this for.
Joseph Mallan, on 02 April 2014 - 05:19 AM, said:
Point being that one of the Top 60 of the last Tournament made it there in almost Stock Builds! That is the guy to listen to. No Meta, Double sinks Endo as his major changes, and he made Into the top 60 or better!(IIRC) That sir is skill and Balance!
It sure is, I'd love to play with and learn from him.