Jazz Hands, on 27 October 2014 - 11:00 AM, said:
Not being a smart ass here, but I tend to notice that the people not having a problem with them don't really deal with them.
1. I have a well established team and nobody uses them in advanced play...so of course we could care less.
2. I run lights and LRM's basically can't hit me.
3. I run LRM boats and I think they are nifty sauce.
As I have stated before, I am not looking to change LRM play or ask for the nerf hammer start swinging. I don't believe that is necessarily the answer. Something else in the dynamic needs to change I suppose is my point. Defensive measures and the like perhaps broadened. I think having an additional mech with ECM that is on the heavy+ side will likely help quite a bit like the one coming out, I guess we will see.
So advanced play aside and gratz to those lucky enough to have that kind of fun game play, the PUG world suffers from an advanced case of LRM fever though. And it's that fever that sparks the irritation. Half the team always seems to sport 30/40 tubes each and they can squash anything larger than a light (that can't escape) in seconds when grouped together. And yes I don't help myself much...I own many mechs but lean towards by ballistic dire whale to play and that thing doesn't do ninja rolls very well. Guess I'm just not on Proton's level yet with the thing, perhaps one day. : )
Yes, there are plenty of LRMs in PUG play. This is understandable, as some players just enjoy using them, which is fine. That said, they are not terribly effective, particularly when used as indirect fire. My hit % for LRMs hovers around 30%. I find that they are best used on a second line mech as a direct fire from 180-400m, when combined with additional weapons. However, even then, they are just less efficient than most other weapons.
I think one could argue that they are (as others stated) best against the disorganized and unaware opponents, as heir indirect fire can be used more effectively, and they will more reliably hit less experienced players at long range (as said players are less likely to evade/use cover/carry AMS). If anything, I would be willing to see adjustments further limiting indirect fire, with significant buffs to damage/concentration for direct fire (Anyone remember the artemis spiral pattern? So beautiful, I miss it and wish it would return).
Basically though, the bottom line is that missiles DO need to be dangerous, just as dangerous as any other viable weapon system, and they SHOULD be feared. As is, I will repeat myself, how often do you really die to LRM fire? Sure you can be damaged significantly, but if you are regularly dying from LRM spam at long range, you are doing something wrong.
I say this both as a player who enjoys LRM use, and someone who enjoys specialized short range brawlers. The dire wolf is one of my absolute favorite brawling mechs, and even with its slow speed and large body, LRM fire is manageable when played appropriately. Bring AMS if needed, and always pay attention to where you are going, and who and what is around you. Be prepared to find cover if needed. Never stand out in the open unless you have a quick way out or good supporting mechs. Don't expect to be able to march out over 1000m of open terrain to get to a brawl. It isn't reasonable, even without LRM spamming you will be too vulnerable to PPCs, ERLL, etc. Plan your advance to close with the enemy.
Not saying you are bad (I am not great myself), but brawlers, and the dire wolf in particular, take time to learn to pilot well, and speed tweak is a night and day difference on the dire wolf.