Considering I'm not posting at arguably the worst hours of the day, I guess I have to get serious here.
Praehotec8, on 10 January 2015 - 02:18 AM, said:
1. I did, in fact, read what you wrote, and responded to it. "...people would cry about it if it were actually implemented." and, "I would be cool if all LRMs had no min. range." All that aside, clan ballistics are far worse than IS ones, so if cLRMs have an edge, so be it.
Buffing CLRMs isn't a justification for bad Clan Ballistics. The fact you even you use this is disingenuous. Justify fixing one issue to address another that is completely unrelated is a terrible way to balance. It's like saying TAG should be buffed for Clan Ballistics (UACs) to hit targets better. That's not how balance works.
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2. I'm not advocating not carrying backup weapons, but right now LRMs (and missiles in general) are the most dependent on backups of all weapon systems. Take a ballistic boat, and you can dakka at long range, medium range, and close range until your ammo runs out. Take a laser boat and you can pew pew at pretty much any range. Get LRMs at close range and you're done. It would be nice to have more options for LRM heavy mechs than only having a couple of medium lasers when someone sneaks up on you.
When you rely on what amounts to a "gimmick weapon" to the higher level players, and try to add another gimmick on top of the gimmick weapon... well, we might as well break other weapon rules like removing min range from the regular PPC. I'm sure that'll go over well.
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Plus, be honest with yourself, how often does running dry on ammo matter in this game? Yes, you can, but it isn't often (if you are indeed boating), and it often doesn't change the course of a match by much (again, noting that there are no 100% absolutes).
I do care a lot. That's why I take enough ammo in tonnage to make sure I'll make the most of it, for better or worse. Of course, I boat more lasers to go with a large ballistic, or the rare/occasional LRM. I boat reliable weapons FIRST AND FOREMOST.
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3. No offense, but I'm not sure what point you are making here. That A1s have no excuse for running dry and not making each shot count, or that mechs with other hardpoints have no excuse not to take other weapons? Either way, it has little to no bearing on a discussion of LRM min. range.
I use that the Catapult-A1 as a reference to say that there are mechs that don't have the option. These mechs are designed in such a way where I would forgive them for running out of weapons (through the lack of ammo). Every other mech, I personally wouldn't give you any slack. If your idea was to give LRMs that option for those "severely ammo dependent mechs" (which, just happen to be 2) as a quirk, I could be onboard with it. Every other mech WOULD NOT get such an exemption or quirk.
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4. EXACTLY....I feel this would make them less situational. It would be much easier to justify taking heavy loadouts of LRMs if one knew that they could be used to effect in any matchup. Seriously what is wrong with that?
I generally don't take LRMs, since my effectiveness is dictated with how inferior my targets would have to be. Use it in the caves in Frozen City/Forest Colony? lol nope. Use it in the underside garage area of Crimson Strait? lol what? Use it under the mid-HPG section? No Wai.
Usefulness need to be almost universal. LRMs don't fit that role. It's that simple.
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5.) If anything that is a drawback that would provide some measure of balance. Right now getting hit with cLRMs below 180m is not damaging, just annoying. Aside from that, you need to stay out of the firing lane of friendly mechs (and they yours) as much as possible. We're all guilty of not paying attention to this (me as much as anyone), and again, I don't feel this is a good reason to NOT remove minimum range. If anything it is an argument FOR removing minimum range.
I've seen enough (a few) LRM kills because the target was crit and the Clan LRM boat was being attacked. Frankly, the answer is still no. Crushing IS LRM boats is even easier. I'm sure that some people share the sentiment that people that get LRMed want to punish their attacker. Minimal range is what it is.
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I respect your opinion (and everyone's) on balance, but thus far I still don't see any evidence that the proposed changes would severely unbalance the game, but I do see a lot of people saying they wouldn't like it. I would like to see some compelling arguments why this would be unfair. Again, SRMs would do more damage at close range for less tonnage, so I still do not see where it would make a big problem.
Until LRM are OP rants are done and over with (aka "never"), I cannot endorse such a buff. I get annoyed as it is by LRMs (spotting LRM users to my own detriment, or taking LRM damage), so the only counter is to murder them ASAP. I don't feel sorry for people who must rely on lock on weapons to do most of the work (it's essentially the same sentiment for Streaks, but technically worse). I don't have a problem if people want to contribute with LRMs. I do have a problem with it being used for everything and anything and still fail miserably more often than not. The fact that others generally do the other to make the LRM effective is part of a greater teamwork issue (in terms of not taking TAG and/or being responsible for getting their own locks).
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As an aside, if you feel I did not address your points, please just ask me to clarify. You may rest assured that if I respond to a post I have read it and considered it thoroughly. If I don't address your point either I misread it, or it did not come across in text the way you meant it.
I'm pretty much more or less done with my sentiment. I'm sure a fair number of people share it. The thing is, I don't have a problem with LRMs being useful. I have a problem with people solely relying on a weapon system that has too many faults and then relying on other people to do some of the job for them. Unless LRM mechanics actually change significantly (an unlikely scenario), I would not ever recommend that many buffs in the first place. I'd rather have Flamers buffed before LRMs. Heck, I'd rather have SRM hitreg fixed first (it's spotty at times).
Taking hits for/from a weapon subsystem that isn't guaranteed to help annoys me to no end.