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Basically, it's just proving to me that what I've thought all along is true. LRMs shouldn't be used as stand-off weapons from behind cover. They're approach weapons and brawl support weapons. If you're using them at range from behind a hill, you're a waste of Mech space on your team.
This is what LRMs should be used for and how many of us currently use them. Depending on your build, LRMs are either a cool ranged option to add to a unit's approach, something to cycle in with high heat weapons (ER Lrg/PPCs), or something to be used to medium range brawl with on a fast platform. The only actual IS mechs that utilize LRMs properly are the Mediums along with the Quickdraw and Dragon. You could maybe add in the LRM Locust, 'Mando, and Cicada if you'd like.
The problem is that the bulk of player see how easy it is to use LRMs poorly and would rather take as many tubes as possible to work as little as possible only to end up doing very little (or a lot against equally awful players). So, you end up with a ton of posts by poor players asking for nerfs to LRMs because they positioned poorly/piloted poorly and got hammered by awful boaters. Nothing is wrong with LRMs and they're actually in slight need of some modifications (flat trajectory to targets within LOS, bone homing like Streaks, and greater spread or longer lock times on targets not in LOS). But, it just so happens that the LRM is the easiest weapon in the game to use, outside of the Laser family, and also the easiest weapon to do well with even by way of poor play (thanks boaters). Nobody is ever going to be happy with them because there is such a wide swing in usage levels.