Dimento Graven, on 26 November 2014 - 11:24 AM, said:
A brawl vs. furball, I guess we have different opinions on what each is. For me a brawl and 'furball' are the same thing really, it's just that a 'furball' is more intense with more 'mechs. 'Brawling' is just a few less 'mechs I guess... Yes, it's possible for a single 'mech to brawl multiple lesser skilled 'mechs one or two at a time, and get 8 kills, but again, the point is in a brawl or furball you're not doing damage to an enemy who can't see you.
In a match with equally skilled opponents '8 kills' not something that is anywhere near easy, nor common, unlike LRMs.
I don't feel that 8 kills even with lrms is as common as you're putting forth. I've seen lights that leg get 8 kills as often as I've seen LRMs do that, and it isn't very often that someone (maybe just my elo? dunno I'm not terrible lol) gets 8 kills regardless of their mech loadout.
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
It's an observation made over the last several challenges, not just by me but by damn near every other half-way observant player in this game.
Every time there's a challenge the number of LRM boating mechs that drop increases, it does, it's a fact, and it increases CONSIDERABLY, hence, EVERY dang time we have these challenges, there's post after post after post of people calling for LRM nerfs, and after the challenge is over, we see less LRM boats drop and the number of "new" LRM nerf posts decreases.
Now, I'm not calling for a LRM nerf, I'm calling for a change to the scoring so that damage that is occurring because the computer is guiding the weapon to the target, and where most damage is done with the assistance of other 'mechs, and taking advantage of all the plethora of enhancement modules and equipment.
LRMs in and of themselves ARE FINE.
It's the scoring that encourages a majority of people to default to LRM boat usage that needs to change.
I think you see more of them because more folks come back to the game just for the challenges and figure that LRMs are an 'easy way' to put some numbers on the board.
Also these past few challenges have added in the clan mechs, which can use LRMs easier than IS having to boat, so that could skew the numbers or perception a bit. I still doubt it is as dramatic numbers as you state though.
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
Except that I did a majority of my damage with the LRMs, opening up crit locations so that the lasers could finish them off.
As a side note: You may not have noticed, but missiles are currently designed with a 'crit averse' logic. Take a stationary 'mech and start firing LRMs at it, watch how the missiles start landing when locations start getting darker. But that 'crit averse' logic is more or less defeated when you go from 2 or 3 mechs firing missiles at a target verses 6 or 8, or more...
Oh I know, that is the main use of LRMs anyway to strip armor off of mechs. Your missiles were better at this because of tag and artemis, which condensed their locations, especially on that poor awesome 9M that was crossing the water at the end.
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
Back on topic, in that drop we really on had two 'mechs boating LRMs, mine and another, and the affect was fairly significant, especially since most of the missiles I fired and hit I did not have line of site, yet I was able to have a significant affect on the enemy with them, however, had there been no spotting and I'd been limited to my own direct line of sight visuals for the aiming, I'd have been a lot less effective.
The advantage is the ease at which I can take advantage of what my teammate's are doing.
Which doesn't apply as much now, since the classes for drops are limited. You had a stalker's worth of weight devoted to LRMs. 1/7 assaults. If we do that now, it is more limiting since if you devote 1 assault to LRMs then the other assaults have to make up that loss in armor weight and direct fire weaponry.
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
For CHALLENGE scoring this seems a bit wrong as the other members of the team who are doing the spotting TYPICALLY aren't getting any score benefit from assisting me. The typical challenge calc has been something on the order of:
((Kills * x)+(Assists * y)+(damage on enemy - damage on team)/15)
So... Missile boats who are primarily utilizing indirect fire, getting lots of damage, lots of assist and maybe a few kills primarily benefit from the efforts of the rest of the team at very low risk to themselves.
While those team members who are in line of sight really aren't rewarded for the risks they are taking.
This encourages a shift from the standard mix of 2 or 3 missile boats being dropped per side each match to 6 to 9 being dropped per match during challenges.
Reduce/eliminate the scoring vs. risk advantage these 'mechs get during challenges and the problem of 'too much' LRM usage during challenges will go away.
This is where I think the clans mess things up. Most of them can carry a launcher or two with a reasonable amount of ammo and do relatively well with them for not as much weight as an IS 'boat' has to dedicate to the same systems. When any damage done to another mech, even indirectly can cause an assist for the challenge a clan pilot would be dumb not to put an lrm on considering it's range potential alone.
An IS pilot on the other hand, has to take a considerable hit to his other types of damage in order to gain that indirect ability and thus it makes IS boats either all or nothing when it comes to the challenges.
I would rather change the challenge requirements as a whole than mess with one weapon system in them.
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
As one who has experience with every weapon system and darn near every weapon layout possible in this game, I can say from my experience of playing since closed beta to date, has led me to have a very informed opinion that for the most part LRM boating is "EASY MODE" in MWO.
All things taken into account, it's easier to do well with computer guided missiles than it is to do well with any other weapon system. LRMs are by far the easiest. Streak missiles is another subject but those have, at best, a 'situational' ease.
I've played as long (maybe longer? I was in first wave beta *shrug*) and I will totally agree that LRMs are stupid easy to learn.
The only thing I disagree on is that you can do better the more time you learn about the game as a whole and how that LRMs can be used to eek out every last missile doing it's best. You want to hit with every missile? That isn't as easy mode as the point and click style. I try to get my hit percentages as high up as I can because if I can get them up, that is more damage for me and most of the time more wins.
TL;DR that = practice makes you better, even easier weapons to learn
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
Yes, but knowledge isn't skill. That's why whenever I've seen a PGI employee drop in a match, 19 times out of 20, they appear to do poorly vs. the rest of us. These employees would be in a position to have the most 'knowledge' of the weapon systems, but it's the ability to put that knowledge to use that measures the skill.
Unfortunately with LRMs... You only need a little knowledge, and very little practice to be able to utilize them to near their maximum potential. The ultimate result is they don't require much skill.
Skill is applying knowledge in a practical sense. Employees of PGI might know what the weapons can do, but the knowledge of how to use them well (i.e. skill) is a different story.
They don't require much skill to use, but I still think they require skill to be able to be used to their full potential (ala not spammed)
I think we kinda talked around each other on that one, thus is the problem with text type conversations sometimes.
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
Sure, but if they just sat behind buildings cowering in fear of my missiles, they'd still have been just as dead. AT SOME POINT if you have direct fire weapons you HAVE to come out from behind cover to fire them.
Unlike missiles, that can utilize what your team members see to provide you your indirect targeting. During a challenge, why should I be allowed full score for that?
See though, not everyone is cowering in fear behind a building using LRMs, you yourself weren't even in the video the whole time, you just weren't taking direct fire.
If there was a differentiation between direct fire damage LRMs and indirect, I might be with you on the scoring so that it doesn't completely nerf any mech that is mostly LRMs or set up for that (catapult, treb, etc) but unfortunately we don't have that so I don't think it is a fair thing to do.
See in the background pic the catapult over on the left? That is about how I run my catapult most times, with a tag laser coming out the nose. If I'm doing that and didn't get points I would be a bit pissed.
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
Because the level of skill I utilize to headshot someone playing peek-a-boo vs. the skill I utilize to launch LRMs at the same target when someone else is doing the spotting, or because I can take advantage of a UAV, are "snot loads" different. We're back to Pintos vs Space Shuttles again.
You can take advantage of other systems as well though, ground sensors, other people spotting where the other mech is (and which way it is facing). The UAV benefits direct fire too, they just can't do damage indirectly. Challenge points aside, LRMs don't do near the damage (especially to one mech section) that a direct fire weapon can.
One thing I have been for since the beginning of this game is that indirect LRMs should be 50% as effective as direct fired LRMs. I think this would fix a lot of things for folks.
I question as well if you have as much problem with artillery? Seems lots of folks hate LRMs but don't hate artillery. Both have indirect fire, both do scattered damage.
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
Streaks are easy but the one thing streaks require that LRMs don't is direct line of sight, and the fact that the range is so limited also adds a level of risk not experienced by LRM boaters, so now we're comparing apples and pears. Similar, but not quite the same.
Like I said above, I wish direct fire LRMs were more like streaks and less like lobbed artillery even when you can see the enemy.
Dimento Graven, on 26 November 2014 - 11:24 AM, said:
Actually you bring up an interesting point. Perhaps challenges should be scored as follows:
(solo kill * X)+(assists * Y)+(((damage on enemy-LRM damage)-damage on team)/15))
This would reward players for only for the kills where they did the most damage, still reward for assists, and discouraging the over use of LRMs.
I would rather just take the assists and kills out of the equation really. Do over X damage, win, and survive would be fine by me. This keeps afkers from getting points and still encourages folks to not walk to their doom to just get one kill. Would it solve LRM spam? Nope, but it would be more fair and less odd to try and 'game' the system.
I got that point with that hurried laser spam, but it sure didn't feel like I did much 'assisting'.