Aeten, on 11 May 2014 - 05:25 AM, said:
Well I can't say I didn't expect the snarky troll comments that ignore the real problem, but if you are going to open your mouth you should at least reference the idea in the thread.
The fact is with LRMs and no other weapon system, I can sit in base semi-AFK and just accumulate damage like a sponge. How is this FPS-style gameplay? This is arcade.
Things an LRM mech generally doesn't need to worry about:
- Heat (if set up by someone with any semblence of intelligence)
- Damage
- Aiming
- Positioning
- Poptarts / alpha strikes
Yet all other mechs do. It's just dumb the way it's set up.
And it was 3 tons of ammo I'm sorry for the typo. I forgot the space in the head I only counted the 2 tons in my center torso.
No snarkyness or trolling intended but...
Heat: LRMs do generate heat,they are subject to ghost heat.A dedicated LRM carrier does need to keep an eye on heat.Your use of 2 LRM5s hardley qualifies as an exstencive LRM test don't you think?
Damage? do you mean dealing or receiving damage? because both occur.
Aiming: LRMs do require locks so they do require rudimentry aiming.Since by the nature of the weapon system you can not aim precisely at specific target locations this seems like a reasonable trade off.You aim at a mech in general to lock on and damage is dealt to that target in a dispersed general coverage sort of way.
Positioning: This is absolutley mandatory and here is why. LRMs have a max range and a sizeable min range.Unlike the easy mode AC5 that is so very popular that has no min range and has damage dealing capacity out past it's listed max range.LRMs detonate as soon as they have traversed a distance equal to their max range.
You mentioned you stood in a specific possition on the River City map, you should try hitting with LRMs while standing against a building perhaps or maybe facing the aft portion of the ship in the lower city or parked under the wing of the drop ship.
In fact I would go as far as saying correct use of LRMs is all about location location location.
Poptarts/alpha strikes: So in your very limited experience with LRMs where no one apparently attacked you you didn't need to worry about being hit of course means everyone every time will ignore an LRM carrier?
You apparently either had an excellent team that screened your LRM supporting mech so well you were never engaged (superior team work should net excellent results) or your opposition was so lacking in battlefield awareness that they allowed you to deal damage unmolested (they sucked and as a result you should have been successful)
Here are undisputable facts.
LRMs have the slowest projectile speed in the entire game.Thus easiest projectile to evade.
LRMs are the only weapon systems that provides a warning that you have been fired upon BEFORE the weapon hits.
LRMs are the weapon system with the largest min range (180m) this makes LRMs useless against targets under 180m.A highly exploitable weakness given the neccessity of boating LRMs to be a real force on the field.Frequently a dedicated LRM carrier has between 3-4 medium lasers as back up weapons so not exactally a power house in a brawl.
Indirect fire requires a spotters thus 2+ mechs mandatory to indirect fire.A mech under fire from LRMs launched indirectly is opposed by 2+ enemy mechs out numbered mechs in combat frequently lose the fight if they don't withdraw or rapidly even up the numbers (kill the spotter)
Anti Missile Systems exists there are no Anti Ballistic Systems or Anti PPC Systems etc.
ECM!