Been saving this post for another LRM thread to open up, didn't take long.
WOT SPG = MWO LRM
The problem with indirect fire in MWO is very similar to WOT. In WOT, artillery (Self Propelled Guns) is a part of the game a lot of players are unhappy with. I will highlight the difference between the two games with some examples.
1. Can strike targets from long distances with complete impunity.
In both games, depending on map size, indirect fire can reach across the entire map, and max range is usually outside the operating range of most other non-arty/LRM weapons. Not to mention, being completely safe behind cover whilst firing indirectly in both games.
2. Dictates how a much maneuverability will be in a match.
In WOT you can see what the tanks on the enemy team are before the match starts. Once players realize that arty is in the match, their strategies are adjusted accordingly. Players hug cover and the game devolves into a monotonous stalemate more often than not. Major pushes are unusual until most or all of the enemy arty is dead.
Players don’t hug cover as severely in MWO but a lot of players wait until their team has a large numerical advantage or the LRM boats are likely out of ammo toward mid/late match.
3. Can immobilize and/or make targets combat ineffective.
In WOT your tank is made up of different vehicle modules which can be damaged such as the cannon, tracks, turret ring, etc, and crew members such as driver, gunner, etc. Due to the HE shell mechanics in WOT, a single HE hit can knock out several modules and/or crew at the same time. If you happen to have a repair/med kit, you may be ok. If not, or your tank was disabled in a dangerous area, you are dead.
In MWO the blinding and shaking effects of LRMs last only as long as you are being hit. While bothersome and sometimes game breaking (inability to see and fps drops), not nearly as punishing as WOT provided you can get to cover.
4. Lacks first person view and has the lowest HP of all classes, making cqb a roll of the dice.
In WOT a single shot from most tanks of the same tier as the SPG will kill it. Trying to aim at close range as an SPG is nigh impossible against any decent player due to aim time and shot spread.
In MWO the requirement for ammo is so high that most LRM boats will blow up once a section loses armor and the ammo gets critted. Plus, XL engines are common as well, decreasing an LRM boat’s durability greatly.
5. Map view is primary method of targeting and gives an incredible situational awareness advantage.
No comparison.
6. Depending on vehicle and tier, some SPGs can destroy a tank in very few shots, with the possibility to be one-shot-killed.
In WOT, four is the maximum number of arty hits I would expect to survive and still be useful if every shot rolled low on damage.
In MWO only LRM40+ approach this level of lethality.
7. Entirely dependent on team to spot targets and prevent sneak attacks on likely SPG locations.
The only difference would be LRM boats usually move with the team. Granted, they do hang at the back of the group and are not as vulnerable as an SPG that has no armor and no close range abilities whatsoever.
8. A maximum of 3 SPGs are allowed in a standard match.
No comparison.
WG did nerf arty back in the day (imagine this list above but 10 times worse), but it still remains an ever present reminder of the irreversible bad decision to include arty in the first place. Think of all the man hours they spent on the models, mechanics, sounds, interface, etc. So never in a million years will WG remove all the content pertaining to SPGs. WOT players will be forever encumbered with this most atrocious and ill-fitting subset of gameplay. I cannot count the number of times I was having a great match, only to have it ruined by some shot from across the map I could never know was coming. Also, the camping that arty encourages cannot be overstated. Combined with some maps, players will remain in the same spot for 10 minutes before any advances are made. Even after all the nerfs, the devs still had to implement the 3 max rule to limit the game breaking, match ruining, fun killing power of the SPG.
TLDR: PGI could clearly learn some lessons from another dev team struggling with a similar issue. While not as bad as SPGs, LRMs need to be changed. As is, they are not fun to use nor employ counters against.
Edited by Choppah, 14 November 2014 - 04:54 PM.