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Im an old school LRM user.
I was one of those guys the LRM haters in CB used to say didnt exist; the ones that liked support mechs in TT. I was largely attracted to this game when they said you could indirect fire LRMs without LOS based on the targetting info of your friends, then the role warfare that was planned (whered that go by the way), then CW.
The call of the defeated with "LRMs are no skill spam weapons in this game" infuriates the **** out of me. Its usually said by the dumbasses that sit out in the open and get murdered because they dont want to get to cover (OR are in an Atlas and were stupid enough to not be IN COVER in the first place and are too slow to GET to said cover).
The following post best describes my argument against LRMs being the no skill weapons these people think it is.
Incoming wall of text. If you cant handle it, leave
http://www.reddit.co...rm_boat/ceqvtpy
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Selfish
LRMs don't work properly to really ask players to commit money to the concept, imo. What we have currently are CT only seeking, non-splash placeholders that use a broken upgrade system. Artemis overstepped its bounds in Closed Beta, and NARC has consistently underperformed. It also doesn't help that they're currently close to the weakest weaponry that requires sustain on a target. The machine gun and King Flamer are always ahead on that front. It's a system due for a major overhaul, though that's been in the works since closed beta.
The only perks LRMs still have are on archaic mech models that will likely have their tubings updated in the future. The AWS-8R springs to mind, as it throws a 66 damage alpha every salvo, yet still struggles to find a place in any competitive scenario.
Issues as I see them:
LRMs have decent initial range but no falloff. You're beaten by players with PPCs, ACs smaller than 20s, and LLs+. I.e. Everyone in the game, the rest are fast enough to nullify your missiles.
Must sustain on a target for flight path. You give up mitigation, but give it to your opponent. It means LRM boats have to be close to their targets and abuse indirect to get any decent trades.
Players have ECM, AMS, warning systems->mitigation twisting, and basic positioning to counter you. AMS have been double buffed, ECM still forces direct TAG for a flight duration, and the warning implementations have become a cruel joke. You can counter a PPC with cover, but not 3 seconds after that PPC was fired and it told you it was going to arrive. LRMs have no luxury of surprise which forces them even closer to targets, and they exist mainly as a punish to pushes/brawls. Maybe they should bring back the "You have been Targeted" Betty dialogue that only lasted for a cycle before being nixed.
Requiring UAV and spotting to work if you want to harass. If the above wasn't enough, to make these things gel in competitive play you need to commit 4+ module slots to the cause, coordinate UAV usage, and make sure your boat is within range and has a good enough arc to drop into the opposing team. All a poptart needs is the same range, JJs, and a hill. Proper snipers just need range and time to beat poptarts. It's a lot of work to make LRMs useful.
LRMs (missiles in general) are the most restricted build weapon(s) in the game. They are restricted by weapon sizings (tubings) and Ghost Heat that limit what weapon combinations you can use in the arbitrarily decided hardpoints of mechs. It's a double nerf to alpha, and results in the invalidation of many pre-ghost heat missile mechs that can only achieve workable loadouts in the 'mid range'. It's forced players to either go all in (8R mass alpha builds), all out (LRM 5 pub spammers), or mixed builds only possible on a select few missile boats. This double-nerf has crushed missile builds in addition to the general reduction in damage, change of flight paths, addition of more potent counters, loss of HSR reliability, and the removal of splash.
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Theyre the only weapon system in the GAME so far that is listed by its maximum range and mot its max effective range. Every other weapon has its max effective range as the range you see in the weapon list. Its not that surprising when you see new players trying to shoot SRMs at 500m when you think of that. Every other weapon in the game still does damage (albeit reduced damage) when you hit targets past the range number given for it but missiles explode and do nothing.
Similar issues with the minimum range. It states that there is a minimum range in the client, but it doesnt say what that MEANS. It doesnt say that inside that range your weapon does absolutely nothing at all.
The client doesnt tell you that it happens either, so the only way they get to find this out is trial and error or going on the forums. The odd part of THAT being that the devs have repeatedly noted that only a very small portion (or small percentage) of players visit the forums, and yet they seem to rely fairly heavily ON those forums for this type of information. This means a far larger percentage of the players will never see that information (unless they go to third party sites, IE Smurfy's). There needs to be an in client information dump where ppl can find the information they need (and/or a tutorial system).
Some of it may be out of date tho
Edited by Mechwarrior Buddah, 17 November 2014 - 08:44 PM.