Prezimonto, on 28 July 2014 - 08:19 AM, said:
Maybe not: High meta mechs like DS and anything else will also inflate. The thing is they self regulate if it's usage based. ECM mechs become too expensive based on use eventually and people stop using them so much. If that means there's a single ECM on each team... well it's not any worse than we have now.
The main flaw with BV balancing is that in TT you didn't need teams of equal units. I could run one behemoth tank, vs. a battalion of jump infantry, and it would technically be equal in BV, but you can't do that when each team is mandated to be 12 units.
For BV matching to really work, we would need to remove all mechs but one. Then keep all other mechs that have it's exact BV rating.
Wolfways, on 28 July 2014 - 08:22 AM, said:
So your argument for LRM's being crap is that they should only be used indirect?
And if SRM speed was 160ms a lot less people would use them. Slow projectile speed is okay for short range, but bad for long range (hence the lock on mechanism).
What does SRM speed have to do with this? Or are we venturing into strawman territory here?
Wolfways, on 28 July 2014 - 08:22 AM, said:
Wow, you're comparing the worst weapon in the game with the best...and you think they're balanced?

They're balanced against each other. Yes, because it depends on the role you want to serve in the team. Ballistics are the king of the game right now, because there is one tactic that outright dominates above all others and it uses them instead of missiles. Their mechanics exacerbate it, however. Over all, the trade off is between safety and being a force multiplier that can support multiple friendlies quickly, and being able to kill a single target easier.
Prezimonto, on 28 July 2014 - 08:23 AM, said:
I wouldn't be too upset if streaks wire-guided though. Trade auto-hits for around corner tricks is fair IMO.
That's not how streaks operate. They are missiles that by design couldn't be fired unless the targeting computer had a 100% probability of them hitting the target.
Wolfways, on 28 July 2014 - 08:30 AM, said:
Pointing the mouse at something and pressing a button is hard?
If using LRM's is easy and using AC's is hard then i'm either the worst LRM user ever or i'm an AC god
Direct-fire weapons couldn't get any easier. There isn't really any bullet drop or leading in MWO!
Pointing and clicking is easy. Actually hitting is harder. Leading targets is not an easy thing to learn, and if you say there is no leading, either you have been using lasers, or MGs. Once you're past 300 meters you really need to lead for your shot to hit the specific component you are aiming for.
As for bullet drop. Get into any mech right now, go into training grounds and tell me there's no bullet drop. Depending on the AC firing the ranges differ. AC 20s start to drop around 300-400 meters. While AC 10s for example start dropping around 600 meters I think.
mogs01gt, on 28 July 2014 - 08:31 AM, said:
How is it easier to deal damage with a weapon that has 10x the number of counters than Pin-point damage weapons? Missile mechs themselves are inferior to ballistics and energy base mechs. That alone makes them more difficult to pilot. Pin-point damage only needs LOS and aiming ability to cause damage due to the convergence system in the game.
You whole argument is based on LRMs requiring a lock without LOS when everyone else knows that is the most insufficient use of the weapon. Which is why LRMs will always be inferior to ballistics and lasers since they do require a lock.
Because you don't need to aim. Your target is a box bigger than the mech you are aiming for. Your argument is based on dropping solo with no coordination, when dropping in a group as small as 2 people my LRM boat starts annihilating people very quickly. While being used in an indirect fire support role. The system has many counters because it has many advantages. Acquiring a lock is easy, holding it gets tricky, unless you have a spotter, and then it's easy as well. The level of suppression it can apply far surpasses that of any other weapon, simply due to psychological pressure.
Maybe using it indirectly is inefficient (it isn't, unless you're beyond 600 meters, and have no real spotters), but that still doesn't negate the benefits you get from firing with impunity, and without being fired back upon. A ballistic mech still has to expose itself, and will lose armor in order to deal damage.
Basically, the counter to PP FLD, is EVERY WEAPON IN THE GAME. The mech reveals itself, and it gets fired back upon. While with LRMs your spotters are giving you the data to hit targets that can't fire back at you. Not to mention that if someone puts a UAV up, it's open season on the enemy team.
1 UAV, 3 LRM boats, and we chewed out the enemy team. Turned a 4-2 match into a 6-12 match.
There are many counters to LRMs, and sometimes it feels like they border on over-kill, I know, I run an LRM boat every now and then. However, in all honesty, LRMs are in a good place right now (I still want the double damage for double cycle tweak to be implemented), and they serve their purpose well.
They were never meant to be an annihilating weapon. They are a support weapon. Using them as a main weapon is fine with a few specific chassis, and in specific roles, all those roles are support roles, not front line killer roles.