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Too Many Lrms?


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Poll: Too many LRM boats? (502 member(s) have cast votes)

Are there too many LRMs present in typical games?

  1. Yes (183 votes [36.45%])

    Percentage of vote: 36.45%

  2. No (242 votes [48.21%])

    Percentage of vote: 48.21%

  3. Yes, but only during challenges. (77 votes [15.34%])

    Percentage of vote: 15.34%

Which way do you consider best to handle LRM over-usage?

  1. Nerf LRMs (decrease speed/damage, or increase heat) (55 votes [6.29%])

    Percentage of vote: 6.29%

  2. Usage dependent on line-of-sight (130 votes [14.86%])

    Percentage of vote: 14.86%

  3. AMS rewards (to attract more players to use it) (256 votes [29.26%])

    Percentage of vote: 29.26%

  4. Reduce BAP range (harder to counter ECM) (81 votes [9.26%])

    Percentage of vote: 9.26%

  5. Improve AMS (group damage, lower hp per missile, etc.) (131 votes [14.97%])

    Percentage of vote: 14.97%

  6. Adjust LRM flight trajectory (147 votes [16.80%])

    Percentage of vote: 16.80%

  7. Increase minimum range (17 votes [1.94%])

    Percentage of vote: 1.94%

  8. Further active countermeasures (PPC hit lock disruption, new modules/equipment besides ECM) (58 votes [6.63%])

    Percentage of vote: 6.63%

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#241 zortesh

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Posted 27 November 2014 - 10:32 PM

View PostR Razor, on 27 November 2014 - 09:58 PM, said:



Hey your fellow lurmbot buddy is the one that brought TT rules in pal..........personally, as I said above, I prefer the common sense rules, but that doesn't seem to be something you ezmode boys are interested in. Take Abivard for instance, he has nothing constructive to add so he searches the web for an infantile picture to post..........funny thing is, when he used to drop with us in the group que, he was one of the biggest whiners about lurms and usually the first or second to die. Apparently he has gained super power skills now.

Anyway, enjoy it while it lasts.......like everything else in this game, PGI will make changes sooner or later, I'll save these threads so when you start whining about how unfair life is I can point out your hypocrisy.


I use guass rifles when I want ezmode, sniping by and large is easyier then lrming, since it works well on every map.

Thou the lrms only working as indirectfire vs narced or tagged targets wouldn't affect me much, I mostly fire lrms at targets I narced myself, and it is a far more active playstyle then sniping.

I mean... lrm match.



sniper match.



Now sniping... thats ezmode.

#242 Mercules

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Posted 27 November 2014 - 10:45 PM

View PostR Razor, on 27 November 2014 - 10:23 PM, said:

Then I must assume, since you assert that you're intelligent and rational, you are either obtuse or being intentionally ignorant.........I have posted, more than once, why I feel they need to be changed and what I believe the fairest changes would be that would keep them relevant while removing their use as an "easy mode" weapon that allows less skilled players to punch out of their weight class so to speak.

Nobody yet has been able to explain why, if they are in fact a skill required weapon, that you only see them in the PUG que for the most part, and that you see a much larger amount when a challenge comes along that rewards assists and/or damage. The obvious correlation would seem to indicate that they come out more then because even skilled pilots know that it's easier (hence the term ezmode) to rack up the assists and damage and c-bills using them. No weapon system should ever be "easy mode" period.


I have explained multiple times why you see them in the PuG queue for the most part.

low skill firing LRMs + high skill target = little to no damage
low skill firing LRMs + low skill target = good damage
high skill firing LRMs + high skill target = okay damage, nothing to write home about
high skill firing LRMs + low skill target = people in the forums complaining about LRMs and how much damage they do

In the group queue you have things like people who can tell and teach others how to avoid LRMs, and they do. They also occasionally bring things like ECM and tell people when they are NARC'd and move both the NARC'd mech and the ECM mech closer together so the LRMs stop flying. They flank and kill LRM mechs. So add on that they probably have a tiny bit more experience by the time they start to group up with Units to the fact that coordination by an enemy can make LRMs even harder to use, and you will see why they are used in PuGs a lot.

Challenges also bring out all the people who otherwise don't log on all the time. They go, "You know, I could use 3 days of premium time and it shouldn't be hard to get that. Maybe I'll even see how hard it is to get the mech." and log in. So since in a PuG during a challenge I could get damage ranging somewhere between "Okay" and "OMFGBBQ!" depending on how BAD my targets are there are some good reasons to go with LRMs for the challenge.

Then again... Lasers are just as effective usually more so, and we know ACs/Gauss are wonderful things in MWO.


You keep claiming that this weapon system that typically only has a hitreg of 35-40% is "easymode". It's really not if you want to bump that hitreg up to about half the time.

See, and this is the issue. You look at a valid weapon system and have decided that because it doesn't work the way you personally want it to work it must be "unworthy" of dealing damage. You have decided that pointing at something and pushing a button is higher skill than pointing at something and pushing a button. So anyone using the second thing must be lower skill as they only point at something and push a button which is so much easier than your pointing at something and pushing a button.

So because of that bias you feel that the weapon system must be changed to fit more in line with your personal bias.


I, instead, don't use LRMs. I've used them on a few mechs as a supplement to my main means of doing damage. Typically for that, "I'm closing." or "They are trying to escape." point of the match and typically with a single ton or two of ammo. That is about all I use them for, mostly because they ARE such a poor weapon.

So I really don't have a bias, almost never use them, when I do I don't boat them. I look at this weapon objectively and look at your response to it and go:
Posted Image

This is not the weakest LRMs have been, but it is really close. Yet people complain about them. It makes no logical sense. They are less dangerous than every other weapon type out there.

#243 Abivard

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Posted 27 November 2014 - 11:02 PM

View PostR Razor, on 27 November 2014 - 10:23 PM, said:

Then I must assume, since you assert that you're intelligent and rational, you are either obtuse or being intentionally ignorant.........I have posted, more than once, why I feel they need to be changed and what I believe the fairest changes would be that would keep them relevant while removing their use as an "easy mode" weapon that allows less skilled players to punch out of their weight class so to speak.

Nobody yet has been able to explain why, if they are in fact a skill required weapon, that you only see them in the PUG que for the most part, and that you see a much larger amount when a challenge comes along that rewards assists and/or damage. The obvious correlation would seem to indicate that they come out more then because even skilled pilots know that it's easier (hence the term ezmode) to rack up the assists and damage and c-bills using them. No weapon system should ever be "easy mode" period.




You argue like a 2 year old, but then as I said, having played with you, I'd expect nothing less. You also lie rather convincingly, I'll give you that.

While some folks may be crying about LRM's in general, most rational people are merely suggesting changes to take them out of the easy to use bracket that less skilled players such as yourself need them to be in so you can feel good about your in game accomplishments.


Your almost as funny as you are clueless, and somewhat bitter sounding as well.

I really touched you in a special place that you would make false name and shame posts about me, that's cute ;p

Speaking of cute, it is so cute that you think good players never use meta builds or weapons, only the most difficult and underpowered weapons are used by true Mechwarriors! Naive others would call it, disingenuous most would say.

But I think it is so cute that you try to compete with the grown ups playing hardball while insisting on T-ball rules for yourself.

#244 KuroNyra

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Posted 28 November 2014 - 12:11 AM

View PostR Razor, on 27 November 2014 - 10:23 PM, said:

I am being intentionally ignorant........
I argue like a 2 year old,

Fixed to make it the case for you.

I laught at your crys. Your tears are delicious indeed.
Since you are unable to see the points of the others I am not surprised anyway.

I'm not even sur you are not able to see what my point was against/for the LRMs during our earlier debate. X')
I am in fact completly sur you are here just to say "no, blablabla, no, blablabla" just to put the forum against you.

Edited by KuroNyra, 28 November 2014 - 12:20 AM.


#245 The Amazing Atomic Spaniel

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Posted 28 November 2014 - 12:17 AM

View PostMercules, on 27 November 2014 - 10:45 PM, said:

I have explained multiple times why you see them in the PuG queue for the most part.


Mercules, if there is a PGI forum award for most patient and educational poster, I will nominate you :)

#246 Blood Rose

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Posted 28 November 2014 - 02:22 AM

Wow, this thread.
Again.
For the stupideth time this week.

*Sigh* now try to listen this time scrubs:

LEARN TO PLAY.
LEARN TO PILOT.
LEARN TO AMS.
LEARN TO COVER.

Stop coming to the forums and wasting valuable space with nonsensical whining threads about how this game isnt just another CoD twitchy shooter that your 10 year old twitch skills can exploit. This is a tactical Mech simulation. Grow up, grow a pair and get a life.

And if you cant quit whining the **** off out of these forums because no-one wants you here.

#247 Saobh

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Posted 28 November 2014 - 04:58 AM

Guys could we please go back to a constructive discussion rather then trying to sniping each others ego ...

View PostR Razor, on 27 November 2014 - 09:45 PM, said:

...
Or.....PGI can do the sensible thing and only allow indirect fire on targets that are NARC'd, Tagged or that have been visually spotted and targeted by a mech equipped with a Command Console or Clan targeting computer. Problem solved..........now the lurmbots have to actually work a little to get some steel on target.


I would in fact like that more emphasis was given to active spotting mechanism for indirect LRMing with an increased reward system for those doing it (and thus more rewarding for those who are actively doing teamwork rather then only trying to dish damage) A marginal increase on the LRM damage (or splash or whatever) would probably be necessary.

Tho I would also add the UAV as an active spotter by default as it can be easily shot down.

Edited by Saobh, 28 November 2014 - 05:00 AM.


#248 R Razor

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Posted 28 November 2014 - 06:58 AM

View PostSaobh, on 28 November 2014 - 04:58 AM, said:

Guys could we please go back to a constructive discussion rather then trying to sniping each others ego ...



I would in fact like that more emphasis was given to active spotting mechanism for indirect LRMing with an increased reward system for those doing it (and thus more rewarding for those who are actively doing teamwork rather then only trying to dish damage) A marginal increase on the LRM damage (or splash or whatever) would probably be necessary.

Tho I would also add the UAV as an active spotter by default as it can be easily shot down.



Agreed, I failed to include UAV but it too should be a spotting mechanism for IDF, no doubt about it. That said, all one need do is read the posts by folks like those above to see the type of gamer that prefers to keep the ability to reap benefits without exerting any effort.

And do you honestly think I'm overly concerned about "turning the forums against me" clown? I mean really, are you 5 or 6 years old and does your self worth rest entirely on what folks on an internet web forum think of you? Get a grip pal.

Edited by R Razor, 28 November 2014 - 06:59 AM.


#249 Dimento Graven

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Posted 28 November 2014 - 07:15 AM

View PostBartholomew bartholomew, on 27 November 2014 - 05:00 PM, said:

thing is that is the MM skewing the count. COMP teams do not use them at all. And pugs is exactly that. Pick Up Group. You get what you get.
COMP teams won't use them during COMP matches, BUT, they damn sure will when dropping in the PUBLIC queues during challenges.

I've seen ALL OF THEM do it.

But of course because darn near EVERYONE is doing it, you almost end up having to whether you want to or not.

#250 Dimento Graven

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Posted 28 November 2014 - 07:24 AM

View PostMercules, on 27 November 2014 - 09:37 PM, said:

False and a lie. I haven't done any of the recent challenges and don't typically use LRMs and was at no point emotional. I was one of the people arguing against your ridiculous premises the most. Again you argue that anyone who doesn't agree with you only does so because they have some agenda. This is called Projecting in psychology where you project your motives onto others without realizing it.
See, this is where I call you liar. I do not believe you haven't TRIED to do any of the recent challenges. Your arguments ARE emotional and all you've done is argue that I'm not arguing in "proper form".

Let me state this right now: At the moment, I don't like you. You've been acting the arrogant jerk who, rather than discuss the points, wants to quibble about how the points are made.

You are arguing against a suggestion that DOES NOT affect the function of LRMs in the least. The ONLY thing my suggested changes do is normalize the risk vs reward factor of the weapon system during challenges.

IF you truly did not give **** about the challenges, you wouldn't care how they are scored.
IF you truly did not use LRMs and they did not affect you in the least, you really wouldn't care if my suggestion actually changed how they functioned/performed, WHICH AGAIN EMPHASIS THROUGH CAPITALIZATION AND REPATITION, MY SUGGESTIONS DO NOT DO.

Yes, I will absolutely question other people's agendas when they remain unreasonably steadfastly opposed to even the least little change to a minor aspect of "anything" that they claim that they don't care about nor does it affect them.

Bull.****.

Quote

Actually, you were the person most heavily making use of every bad stereotypical fallacy and invalid argument you could. I think my old Logics professor finally died or I would be tempted to copy it all to a PDF and send it to her as material for her class. Her students could go through a checklist of fallacious arguments you have made... kinda like bingo.
Yeah, and I'd hope she would also ask you, "So... What were your valid points against his actual argument?"

So far, you've really had none.

Edited by Dimento Graven, 28 November 2014 - 07:47 AM.


#251 Mercules

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Posted 28 November 2014 - 07:38 AM

View PostDimento Graven, on 28 November 2014 - 07:24 AM, said:

So far, you've really had none.



1. LRMs are in an okay state right now.

2. LRMs are mostly useful against low skill players

3. Challenges see more low skill players log in

4. LRMs become more useful than normal during periods when low skill players are logging in.

Therefore you see more LRMs during challenges.


That would be why you see them.

Now what we need to address is your insistence that we change the scoring of challenges because you see a lot of LRMs. The reasons why I don't see the need is very simple. You don't teach people how to deal with something by eliminating it's use. Yes, LRMs are very useful during challenges because low skilled targets make them useful. How does one become skilled? By doing.

There is no logical reason to score LRMs differently than any other weapon system during a challenge. Your only real argument to the contrary is that they are getting "free" damage/kills off your "work". While you ignore the fact that they are infact helping you get a kill or assist by burning that target down quicker. They might also be keeping you alive by allowing you to finish it off before it finishes you.

#252 ThisMachineKillsFascists

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Posted 28 November 2014 - 07:39 AM

Keep these kinda threads alive guys. I see the same handful ppl over and over again on these lrm threads defending the lrms with the same not helpful advices - since the lrm mechanic itself has major issues
Lrms are an obvious issue since theres almost a new thread every few days

Edited by ThisMachineKillsFascists, 28 November 2014 - 07:40 AM.


#253 Dimento Graven

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Posted 28 November 2014 - 07:44 AM

View Postzortesh, on 27 November 2014 - 10:32 PM, said:

...

sniper match.



Now sniping... thats ezmode.
Zortesh, you missed nearly 50% of your gauss shots, though not all of that was actually any "lack of skill" but the fact you were using adv. zoom to aim (adv. zoom has its own visual lag that isn't necessarily compensated for in HSR), and that your graphics settings weren't optimized for sniping (I can make some suggestions to various config changes that would improve visibility to the point that, for the most part, would make adv. zoom superfluous). The fact that the enemy team stupidly let you stay up on that perch is what made it "easy."

The enemy made it "easy" for you. I rarely experience the convenience of being able to stay on a perch and snipe. 59 times out of 60, people are gunning for me from very early on, though admittedly my style of play with my dual gauss builds is a bit more "brawly" than what your vid shows you doing.

Cool vid though!


#254 Dimento Graven

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Posted 28 November 2014 - 07:58 AM

View PostMercules, on 28 November 2014 - 07:38 AM, said:

1. LRMs are in an okay state right now.
Agreed.

Quote

2. LRMs are mostly useful against low skill players
True, but it also depends. They can be very effective against high skill players too.

Quote

3. Challenges see more low skill players log in
Possibly. I would stipulate that we definitely see more players in the PUBLIC queues. Whether or not there's actually MORE people logged in during challenges as opposed to any other day of the week we can't say for certain, but it's not an unreasonable assumption at this point.

Quote

4. LRMs become more useful than normal during periods when low skill players are logging in.
"IF" there are more low skill players actually logging in, this is also probably true.

Quote

Therefore you see more LRMs during challenges.

That would be why you see them.

Now what we need to address is your insistence that we change the scoring of challenges because you see a lot of LRMs. The reasons why I don't see the need is very simple. You don't teach people how to deal with something by eliminating it's use. Yes, LRMs are very useful during challenges because low skilled targets make them useful. How does one become skilled? By doing.
And this is where your argument breaks down. Who said anything about "eliminating it's use"? All I'm looking to do is to remove the inordinate reward there is for using them. The ease of use, and ability to take advantage of other people's efforts means based on the current challenge scoring calcs that this weapon system receives TOO MUCH award for the effort the people using them are actually putting in.

Quote

There is no logical reason to score LRMs differently than any other weapon system during a challenge. Your only real argument to the contrary is that they are getting "free" damage/kills off your "work". While you ignore the fact that they are infact helping you get a kill or assist by burning that target down quicker. They might also be keeping you alive by allowing you to finish it off before it finishes you.
Actually there is a logical reason to not allow LRMs to enjoy their unfair rewards during matches, and you've plainly stated it in your own reasoning:

During challenges LRMs are primarily used by and against "low skill" players.

You certainly wouldn't pay an unskilled worker the same salary as a highly trained, highly skilled worker, and you certainly wouldn't pay a highly trained, highly skilled worker a large salary for simple work.

This is effectively what the current calc does.

And THAT is why we see more LRM usage during challenges.

Both low and high skilled players get the high rewards for simple, low skilled play, BUT, that low skilled play comes at the cost of the other team members, who aren't be awarded anything towards the challenge when they either through happenstance or intent end up assisting the LRM boats/users.

Normalize the rewards and I believe we'll see LRM usage more closer to "normal" during challenges.

Edited by Dimento Graven, 28 November 2014 - 08:02 AM.


#255 Mercules

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Posted 28 November 2014 - 08:24 AM

View PostDimento Graven, on 28 November 2014 - 07:58 AM, said:

And this is where your argument breaks down. Who said anything about "eliminating it's use"? All I'm looking to do is it remove the inordinate reward there is for using them. The ease of use, and ability to take advantage of other people's efforts means based on the current challenge scoring calcs that this weapon system receives TOO MUCH award for the effort the people using them are actually putting in.


If you remove the rewards for using a weapon system it will not be used. That would be "eliminating it's use".

...and there you go again thinking the LRM user is not putting in any effort. That is the crux of your bias. Your argument boils down to:
"I don't think it's fair someone else can use LRMs and hit my target."
This is basically where you become a *******. It's a team game. Your team's goal, regardless of challenges, is to win the match and every game mode has a "kill all enemy mechs" win circumstance. LRMs allow a teammate to aid you(not steal from you) in killing enemy mechs quicker. Since attrition is the name of the game in MWO you want that enemy mech to die before it can kill you. This in turn increases the likelihood that you survive long enough to actually win the match and possibly achieve whatever the challenge was about. After all, you can't achieve the challenge if your mech gets destroyed.

View PostDimento Graven, on 28 November 2014 - 07:58 AM, said:

Actually there is a logical reason to not allow LRMs to enjoy their unfair rewards during matches, and you've plainly stated it in your own reasoning:

During challenges LRMs are primarily used by and against "low skill" players.

You certainly wouldn't pay an unskilled worker the same salary as a highly trained, highly skilled worker, and you certainly wouldn't pay a highly trained, highly skilled worker a large salary for simple work.

This is effectively what the current calc does.

And THAT is why we see more LRM usage during challenges.

Both low and high skilled players get the high rewards for simple, low skilled play, BUT, that's low skilled play comes at the cost of the other team members, who aren't be awarded anything towards the challenge when they either through happenstance or intent end up assisting the LRM boats/users.

Normalize the rewards and I believe we'll see LRM usage more closer to "normal" during challenges.



Posted Image

So your argument again boils down to you believing that your pointing your mouse and clicking a button is more skilled than someone else pointing a mouse and clicking a button. "How dare those unskilled people do better than me! Wait... does that make me worse than them? No... it can't be. It must be the worst weapon system in the game making them better!"

Posted Image

#256 grafenxx

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Posted 28 November 2014 - 09:08 AM

too many lrm. sometimes not fun play anymore.........

#257 Jakob Knight

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Posted 28 November 2014 - 09:15 AM

A poll that only offers one outcome is rather invalid. Asking "Do you think there are too many LRMs" and then essentially saying "Regardless of your answer, how should LRMs be reduced?" effectively means the poll is biased when attempting to appear balanced.

Considering most mainline designs feature LRMs as part of their default configuration, facing 6-8 LRM launchers per match is completely reasonable, and any number less than this should be considered sub-normal. Further, the placement of LRMs in the game is more reasonable now with the buff to BAP countering ECM, so I would not consider any changes needed, as it seems LRMs are fine where they are. Only if something were to change would I see that otherwise, and even then, the general performance of LRMs compared to other similar weapons indicates they would need a buff if anything, not a nerf.

So, my vote is 'No' and 'No Changes Needed or LRMs Need A Buff', and if those are unacceptable answers, I'm afraid the entire poll is unacceptable as a thinly-disguised call for nerfs to LRMs, and the OP should have been more honest in their posting.

Polls aren't about just looking for support for your own viewpoint.

#258 Dimento Graven

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Posted 28 November 2014 - 09:19 AM

View PostMercules, on 28 November 2014 - 08:24 AM, said:

If you remove the rewards for using a weapon system it will not be used. That would be "eliminating it's use".
And there you go again, who said anything about ELIMINATING the rewards, all I'm talking about is NORMALIZING the rewards based on actual effort required to use them.

As missiles during challenges are primarily used in an indirect fire mode that means they are utilized in a 'community effort', HOWEVER, the rewards are ONLY being awarded to ONE individual. They could either add more to the calcs to award the other participants for their actions, OR, they could adjust the calc to only award LRM users for their actual LIMITED participation.

It's easier to the former than the later.

Quote

...and there you go again thinking the LRM user is not putting in any effort. That is the crux of your bias. Your argument boils down to:
"I don't think it's fair someone else can use LRMs and hit my target."
This is basically where you become a *******. It's a team game. Your team's goal, regardless of challenges, is to win the match and every game mode has a "kill all enemy mechs" win circumstance. LRMs allow a teammate to aid you(not steal from you) in killing enemy mechs quicker. Since attrition is the name of the game in MWO you want that enemy mech to die before it can kill you. This in turn increases the likelihood that you survive long enough to actually win the match and possibly achieve whatever the challenge was about. After all, you can't achieve the challenge if your mech gets destroyed.
AGAIN, you're misquoting and using words that I am not using. I didn't say LRM users weren't putting ANY effort into it, I AM saying that typically what they are doing is utilizing the efforts of other people who ARE NOT necessarily being rewarded. When someone uses direct fire to get a kill, where they are targeting, having to do their own aiming and their own skill, then any damage awards score they get is truly all their own. If that person registers a SOLO kill, then THAT portion of the score belongs, solely to them. HOWEVER with LRM users primarily using the method of indirect fire to acquire their score, they are utilizing COMPUTER GUIDANCE to land the missiles on their target, and are making use of OTHER PEOPLE'S risks/efforts in acquiring and maintaining targets.

The effort and risk the LRM users are making is LESS THAN that of everyone else.

Why should they be rewarded MORE for that? They shouldn't, they should, in fact only be rewarded for actual personal effort.

The TEAM is not sharing in the LRM user's damage, but the LRM user is taking advantage of the TEAM'S UAV's, locked targets, TAGs, and NARCs. Without those, the LRM user would certainly have a much lower damage and assist score would he not?

Quote

So your argument again boils down to you believing that your pointing your mouse and clicking a button is more skilled than someone else pointing a mouse and clicking a button. "How dare those unskilled people do better than me! Wait... does that make me worse than them? No... it can't be. It must be the worst weapon system in the game making them better!"
No. I believe that actually aiming for myself and hitting a target with NON-guided weaponry requires more effort and skill than it does to wait for a lock, click a button, and have the computer guide the weapons to the target.

Call me silly, but I believe it takes more effort to do math by hand than it does to punch buttons on a calculator, and effectively that's what a LRM user is doing, AND, the LRM user can do that from the relative safety and comfort of being completely out of view of the enemy while everyone else has to make their "point and click" damage while on the move and under direct view and fire of the enemy.

Call me crazy, but the risk v reward in that scenario is off, and that is what keeps us in the "weekend challenge, the LRMs shall bloom" situation we had to endure for almost every challenge.

Edited by Dimento Graven, 28 November 2014 - 09:19 AM.


#259 Original ArchAngel

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Posted 28 November 2014 - 09:24 AM

Just find cover.. be patient and make them come to you. Easy :)

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Posted 28 November 2014 - 11:32 AM

View PostDimento Graven, on 28 November 2014 - 07:44 AM, said:

Zortesh, you missed nearly 50% of your gauss shots, though not all of that was actually any "lack of skill" but the fact you were using adv. zoom to aim (adv. zoom has its own visual lag that isn't necessarily compensated for in HSR), and that your graphics settings weren't optimized for sniping (I can make some suggestions to various config changes that would improve visibility to the point that, for the most part, would make adv. zoom superfluous). The fact that the enemy team stupidly let you stay up on that perch is what made it "easy."

The enemy made it "easy" for you. I rarely experience the convenience of being able to stay on a perch and snipe. 59 times out of 60, people are gunning for me from very early on, though admittedly my style of play with my dual gauss builds is a bit more "brawly" than what your vid shows you doing.

Cool vid though!



Now this is some really hilarious stuff here, this guy hasn't a clue how contradictory he is about weapon systems.

What's good for the goose is good for the gander.





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