Joseph Mallan, on 18 July 2014 - 01:20 PM, said:
LRMs have Never been a "reliable" damaging weapon. Mostly from the random Missile table. You hit with 2 LRM 20s and you average 24 damage with anything between 12-40 possible. Almost 3 decades of Missiles being a crap shoot and that is the way they are here. So working as intended.
Doesn't mean that it's a good thing in an FPS title.
In table top games, where the human element (beyond Strategic Choices) doesn't play as much of a factor as the favor of the dice gods does, variable reliability is okay. The Orks in warhammer 40k (well 5e Orks anyway... don't know about the current edition), are a prime example of variable damage, variable firepower done right in a TT.
The problem is in mechwarrior online, it's not the same kind of variable reliability. If it were variable damage it wouldn't be so bad, but it's variable as to whether or not you can even honestly field them effectively.
In TT we can't just decide to blow out the ST of a given mech without stiff penalties on a dice roll.
In MWO we can decide EXACTLY where the damage is going to be delivered.
In TT LRMs have an instant travel time, (or at least is the same as other weapons) in MWO they do not, yet other weapons have a near instant travel time.
That's the difference there.
LRMS in MWO suffer greatly from a massive amount of counters some from TT, some made up by PGI (modules, their take on ECM, the slow travel time they gave em).
That's the problem with them.
Edited by Mavairo, 18 July 2014 - 01:37 PM.