Wolfways, on 18 July 2014 - 03:24 AM, said:
No, because i rarely have to react. I already move around using cover.
Also, i already said the warning should be removed to make them viable at long range, just like other long ranged weapons.
How about 300m/s then? Same as SRM's. AFAIK they are basically the same thing except have the electronics removed for a bigger warhead.
One thing most LRMHatorz do not realize is that faster LRM speed works in their favor to wreck the long range and guidance issue. While I do agree that 500fps (same as a NARC, BTW) is too fast, 200-250 is not (SRM speed) Why does it help the hatorz? Simple, lost locks. You lose lock, and reaquire it, there is a far better chance lock will not be reaquired in time and the shots will miss. Mind you, the LOS game gets a LOT better as well as the short game. Some poor schlub running across open ground on Tourmaline at 80kph? Toast if a LRMboat sinks it's teeth into them, just like they can be from a PPC/AC boat can shred them. This lobbing missiles at 800+ meters with the RaDerp module will be wasting missiles like crazy.
Doing this though would significantly alter the Pavlov based Meta of "skill" PGI claims they want where 'twitch = damage'. You would wreck overnight the whole E-Sport community because LRMs would be competatively viable unlike now where pinpoint, front loaded damage is king and will remain that for the remainder of the game at this rate.
Ultimately, this is the issue: money. LRMs hurt the E-Sport "skill" crowd because it negates their advantage, and IGP wants to make money off their backs. Apparently they see this as a bigger cash cow than the casual 'low skill' players.
Wanderer, you're right about comp teams not caring about the cost.... in tournaments, but when they are trying to grind cash in casual play (if they even do that anymore) they won't be doing the AASpam, and that's the point. Save it for the big game, not for the playground. It's like watching a bunch of jerks taking the church softball beer league because they MUST win at all costs and get overly aggressive base running and running down the catcher at home plate hoping he'll drop the ball. That's the essence of AASpam in casual games. Of course, if you REALLY want to screw it up and leave it the same, randomize the period of time that AA can fire from 2-10 seconds so it's not a precision instrument. Hey, something might be going on back there at they or they're gonna be near instant. This uncertainty can also have a tactical advantage.
Edited by Kjudoon, 18 July 2014 - 06:50 AM.