Varent, on 27 June 2014 - 07:42 AM, said:
It wasnt stated as a complaint towards you. It was stated that 'people' may be complaining and that they have no right to. Its a fact that the clans have limitations that can be overcame but dumb down their power. Its balance.
Fair enough, I misunderstood the intent of your comment. Thanks for extrapolating.
Pygar, on 27 June 2014 - 08:08 AM, said:
Aside from that- I have a new theory about LRMs to add to the discussion about them here. I don't really think LRMs are the most efficient way to kill the enemy in MWO
They aren't but they are probably one of the best ways to soften opponents (attrition damage) on mechs that are incapable of jump sniping.
Pygar, on 27 June 2014 - 08:08 AM, said:
but I do see a tendency for LRMs to make people angry that other weapons just can't match
It has to do with primarily these factors, imo.
1) The screenshake and smoke is a bit over the top. If you go and peruse any PvP gaming forum, ever, you will undoubtedly find endless threads complaining about weapons/powers that create any kind of physical/visual state of control effects that can be maintained for fairly long durations (such as "stun-lock" or perma knock-down/prone).
2) Very often the inability to fire back at your attacker. With direct fire weapons, you have to have made a severely bad mistake for one or more opponents to all have line of sight to you, and you have zero line of sight to them. When you can at least see your opponent, you get to go down fighting.
3) Indirect Fire allows for massed coordination on a target, without any real coordination amongst the team. This means not only will LRMs rain down on you, there is a chance they are raining down on you from multiple angles creating a situation where even cover can be denied unless you are under a structure (or a tunnel, etc).
All 3 of these factors all magnify the state of having low agency in what is happening to you, a feeling that you have
lost control of your mech. This is the psychological factor that I feel most likely drives the frustration for many players.
I think #1 could, and should be toned down. This is low hanging fruit.
#2 requires a revised LRM vs. LRM counters system to address IDF.
#3 would be alleviated to an extent by #2, beyond that it's fair game. They out played you.