Andi Nagasia, on 15 November 2014 - 03:51 PM, said:
Second off lets Look at the LRM Pilot,
or 2 main Types of Players that Use LRMs,
-0-
the No/Low Skill Pilot
yes there are those who will equip 50+LRMs and 3000 ammo,
they will spam their Missiles at anything and everything they lock on to,
they will blast their surroundings and staying a good deal behind their team,
they will only fight at extreme range, they cant or don't know how to fight directly,
these people usually only run LRMs, and are firing the whole game,
-0-
the High/Support Skill Pilot
these are people that bring support to their team missile wise,
they will most always will bring a secondary weapon in case they run out of ammo,
they will target and fire on enemies that are sure they can hit, or enemies they can suppress,
they will move about the battlefield striping armor off enemies so allies can finish them off,
they will fire on enemies forcing them to stay in cover so Allies can move more freely,
in a rush they are right being the heavies aiding support, firing over their heads,
I like these definitions, as they allow people to ***** about more than just LRM pilots requiring no skill, when LRM pilots perhaps have far more skill than point-and-clickers.
Quote
i feel these bonuses would offer more to LRM boats that fight with the team,
and less to those who hide and are just trying to milk the team for assists,
Well, I thought the definitions might hold, but here we are back at LRM pilots requiring no skill to kill bad guys.
Honestly, the ONLY problems people really have with LRMs and "LRM spam", which is a laughable term, are...
1) The warning at the top of the screen that is there constantly,
2) The fact that each missile induces a visual-blocking explosion, and
3) The problem of not being able to see the LRM boat to fire back at it, much of the time, as it should be.
Here's the truth about LRMs...
1) Each missile does a single point of damage, not more than one point on a direct hit like lasers and ballistics do, with multiple points of damage,
2) It is difficult to lock onto a target, directly or indirectly, as it takes a minimum of five seconds to lock on without any hindrances such as ECM, Radar Deprivation, or intervening terrain, and indirect fire locks can come from ANYWHERE, and each time a lock is broken by a spotter, it hurts the entire team,
3) It is easy to counter missiles simply by moving behind a building, under an ECM umbrella, using Radar Deprivation, moving behind a rock, shutting down for a five count, and/or being in a group with your friends where AMS cuts all the missiles out of the sky, and
4) Less than 30% of missiles in any group hit, and that number is more closely related to 25%, meaning an LRM-20 hits with five missiles out of any given single volley, the same as a Medium Laser, only at range.
About the LRM 'Mech and pilot...
1) The LRM boat is the most vulnerable 'Mech on the entire map, so when your guys don't hit R, or they torso roll, or they get contact and then break it, they are doing themselves a disservice and, eventually, the LRM boat driver as well, as it still takes a minimum of five seconds to re-establish a lock each and every time a lock is broken. When any 'Mech finds an LRM boat out of position, away from the group, that LRM 'Mech is generally going to be easy prey,
2) Glory hounds and score seekers tend to not hit R, even though the game locks a target for them after only a couple of hits, but for that first crucial several seconds, they deny themselves the ability to have assistance for the kill,
3) It is exceedingly difficult for an LRM driver to score kills with their LRM boat, due to lack of locks, due to trying to suppress opposition members, and due to intervening terrain, and
4) The LRM boat pilot has to maintain their lock from launch to landing on an enemy 'Mech, otherwise the LRMs fall where they were last tracking, whether the bad guy is there or not. A lock may be re-established, but the LRM boat pilot has to do so very quickly, as LRMs have a small tracking adjustment while in the air.
So, when I hear all this bitching about driving a 'Mech into an LRM storm, when you have so many ways to counter, mitigate, or completely eliminate the threat from LRM hits, and especially because even the largest LRM box will deliver a maximum of 5 to 7 points of damage, spread all across the body of the 'Mech, I have to laugh. This simply means those who do not work to avoid the LRM storm are piss-poor pilots, not because LRMs need to be nerf'd or buff'd or anything else. I am an LRM boat driver, and I work two things for my team...
1) I suppress the enemy to allow my team to get into a better position to have an easier fight, and
2) I support my team mates by helping them kill targets quickly and efficiently. I mean, isn't that why all of us are playing in this game, so we can out-kill the other guys? Okay, then, un-bunch your panties and let's play.
Maccasimus, on 15 November 2014 - 04:48 PM, said:
LRM's damage wise are fine. But from what I know about lore they were much more inaccurate without LOS.
Without a spotter, you're absolutely right. However, with a spotter, they can really bring good fire power to the team.
Cabbage Merchant, on 03 December 2014 - 04:59 PM, said:
I would like to see some kind of combination of these changes:- LOS bonus to speed
- Buff AMS or encourage more to use it through rewards
- Reduction of LRM impulse(shake from being hit)
I really love the idea of making LRMs both more viable as a LOS weapon and less viable (BUT STILL EFFECTIVE) as a non-LOS weapon. I suppose I could agree with these. Something else I might advise is making it so LRMs that hit away from the cockpit do not cause explosions on-screen, or at least make screen-side explosions -ones that only show partially to the sides, top or bottom of the screen, when they're away from the cockpit. I also do not agree that players should be rewarded for using AMS... if they don't put it on their 'Mech, that's their problem, they deserve what they get. I'm almost exclusively an LRM boat driver, and I use AMS and BAP on EVERY SINGLE 'MECH in my inventory, period.
Quote
I really don't like it when players try to nerf LRMs to the point where they are completely (or close to) ineffective as indirect fire weapons, but I don't like that they are used almost exclusively used as indirect fire weapons.
Here's the problem I have with changing LRMs so they are less indirect fire useful, if you will, is that this game does not run on a Random Number Generator environment. If a laser or ballistic jockey is capable of putting their mouse, or their crosshair from a joystick over top of a 'Mech and clicking, and having that laser or ballistic weapon hit directly on that location, then having an indirect fire LRM boat out in the open is suicide for the LRM pilot. LRM boats are LRM-based, meaning once they're out of ammo, that's pretty much it for them. Now, I may carry secondary weapons on every single 'Mech I own, but that's a throwback to my board game days, and because I actually know how to design a 'Mech. These new folks coming into the game may, eventually, get down how to design a good 'Mech, but until then those who put LRMs exclusively on their 'Mech, deserve what they get. Were the mechanics of this game, such as to-hit, based on an RNG, then yes I could agree to LRM boats being more out in the open. However, it's not, and the community rightly argued against the RNG, cones of destruction, etc., so if I'm sitting behind my guys, or behind a building, or behind a hill trying to support them, don't be get your panties in a bunch when I'm hitting you from cover, alright?
There is nothing wrong with LRMs, at this stage of the game. However, there are all kinds of things wrong with hit boxes, map geometry, map design in general, and all of it is being fixed. Leave LRMs alone, please?
Edited by Kay Wolf, 03 January 2015 - 11:22 AM.