Kaldor, on 20 May 2014 - 03:57 PM, said:
We agree to disagree!
I dont consider any config of LRMs with less than 20-30 tubes to be effective. Can you keep someone's head down with a couple of LRM5s? Yeah probably. Will you fool an experienced player with it? Nope. Will you kill anything with 10-15 LRM tubes? Sure, if they are beat up. Can you outright kill someone with 10-15 tubes? Nope. Will you kill bads that run out in the open with LRMs? Yes. Will you kill experienced players that know how to shut down LRM carriers? Once in awhile. Would that same mech running 10-15 LRM tubes, be more effective running 2-3 SRM 4s or 6s? Yes, if SRMs were not Nerf Darts right now.
Ive had this discussion with guys in my unit back when everyone was new, and some people thought mixed loadouts were good. I proved to them, over and over, boating or being a specialist and playing tot he builds strengths is better than trying to be a generalist and doing everything halfass.
Thing is, I agree that boating has it's strength. In a planed team, it is a lot easier to use boats, which open up more options. As a PUG player personally, I find that Boating (LRMs in particular) can be a death sentence.
Most of my LRM based builds do still have 15 tubes or more. (If I was home, I'd post up some builds to better demonstrate what I mean. No saved Smurfy links on my lap top.) However, I also bring a good helping for close range weapons to complement my LRMs. I try to find weapons that synergies with other weapon systems (similar in manner to AC5/PPCs right now, just with a lot of different weapons. Like the TAG and LL or AC5 all complement each other well, in range and (for the most part) firing mechanics).
Sometimes, it depends upon how one plays a build, and not always what makes it up. My Stalker has 2x ALRM15s for it's LRM payload, with 8 tons of ammo (I believe). Then I complement that with 2x SSRMs and 4x med lasers with 1 ton SSRM ammo and BAP for a good close range punch. Most people on the forums have plainly told me how bad that build is. Yet, I claim an average damage per match with it of over 600 damage (when I crunch my stats). I (on last count) had a 21 K/D rate on it to, and I don't just sit back and use my LRMs. All within PUG only matches. To most, this build might not work, but the concept is to approach people in a manner that benefits myself, and hinders them. The fine balance I have found with this mech is what plays into it's success, for me at least. (It's been so successful of a design, I've based my Thunderbolts after it, as well as bought a Griffin 3M that mimics it, as well as many other mechs.)
The concept of balance loadouts vs boated loadouts depends upon what one expects to get out of their mechs, how they use it, and what the conditions are in the match. Boated designs have their own strengths over balanced designs, and same goes in reverse as well.
When I refer to balanced designs, I'm actually talking about a design that has a high focus in one area (almost a boat in most cases) with some additional "back up plan" built in. I actually find my Stalker example is strongly focused for close range combat, with a good strength in ranged LRM abilities. It's strongest within 270-180m, but can handle a lot of things that might happen outside that little bubble. If a light mech comes to seek out the LRM mech, they will find me waiting for them. If people think they can stay outside my close combat abilities, they tend to find my LRMs are still enough. (The Stalker design I have is almost an LRM escort design. It's got LRMs to add into the other LRM mechs, but it has enough close range weapons to handle most threats that come towards the group, as well as armor to try and shield my allies.)
As I said, I have a thread where I go far more in depth than this explaining my opinion between boated and balanced builds. (And I don't say boated builds are bad. They have a purpose and a strength I would be foolish to try and deny!)
So, in part, I agree with you. In the other hand, I disagree with you. (Does that even make sense!?)