Khobai, on 21 July 2014 - 07:01 PM, said:
Uh for game balance? LRMs and direct fire weapons should be roughly equal. Instead of direct fire weapons being outright better. Despite their ability to indirect fire and their ridiculously high impulse, LRMs are still inferior to direct fire weapons like PPCs. They could be balanced a lot better.
Just to be clear, I got nothing against Khobai or the changes he proposes, it's just that I have a different perspective is all.
I personally don't have the need to see someone in the eye to kill them dead in game, is all. While we can opt to see LRM as inferior in DF, the flip side of the coin is that LRMs are absolutely superior in IF. Utilization of a weapons system to its designed strength is key in game, so if PGI decided to design LRM to be strong in the IF arena, why would I want to keep comparing it to DF weapons?
MWO isn't exactly my playground -- PGI sets the rules. There are primary design rules and secondary design rules. PGI have proven willing to tweak secondary design rules as they wish/ see fit, but they don't mess with primary design rules much. That gives us a context we can work in.
Personally also, I see the shake and all of LRMs as a compensation for their weaker abilities in close. The total aspects of a weapon system should be considered in sum -- role, damage, heat, weight, criticals, accuracy, reload time, direct/ indirect stun effects, etc. all should be considered. I take the stunlock effect as a compensation for the low accuracy and poor direct damage, and use the weapon system accordingly.
Do I think there are aspects of LRMs that can be improved? Sure. There are secondary traits that I think can be tweaked. Do I want to change the role of the LRMs? I don't see the need personally, because that weapon system brings diversity to tactics and playstyles in the game.