Praehotec8, on 12 January 2015 - 05:09 PM, said:
AC20 - The IS AC20 is the premier brawling weapon in the game. It puts huge holes in things, I don't think anyone can argue that even buffed LRMs would come close. I would kill to have an IS AC20 on many of my clan mechs. Remember we're talking essentially about a change to LRMs at effectively 0-100m.
So the AC20 outclasses LRMs as a brawling weapon? I damn well hope so; otherwise there would be little reason to bring one, right? Oh; and please put one AC20 round right on that component you want to blast off while under a constant LRM barrage <180m; i want to see that. Weight is still punishing, range is still severly limited; ammocount is still rather on the low side.
Praehotec8, on 12 January 2015 - 05:09 PM, said:
Gauss - Assuming personal anecdotes such as you put forth, I have no problem in a brawl with gauss. They do very efficient and cool pinpoint damage, and most of the time when it explodes you've already lost. I'm much happier getting up close when running gauss than I am when running LRMs.
See AC20 above. Claims of Gauss mastery aside; this would be even more interesting in a match against "brawlworthy" LRMs. I very much doubt an equipped Gauss would lead to tears of joy while looking out of a constantly explosion-filled cockpit.
Praehotec8, on 12 January 2015 - 05:09 PM, said:
ERPPC - Yes, it is quite hot, but the fact remains that if needed, it can be used (and very effectively) all along its range.
it sure is. And the defining disadvantage is still the need for most artful heat management - being shut down in a brawl isn't fun most of the time, unless your teammates save your hide. Even the overpopular TBR-builds aren't that dangerous once up close.
Praehotec8, on 12 January 2015 - 05:09 PM, said:
Large lasers - See ERPPC, same thing.
Not frontloaded; you need to keep them on target - exaclty on the component you want to roast; and not just in the general direction of the enemy as with LRMs. Double fun when combined with screen shake; but i'm getting tired of typing those two words.
Praehotec8, on 12 January 2015 - 05:09 PM, said:
SSRM - Read my last few posts. Plus, cSSRMs have a range of 360m by the way.
uuh, those are nasty. And they have a limited range. I see less threads going for a range extension for SRMs / SSRMs - it would fall in the same vein.
Praehotec8, on 12 January 2015 - 05:09 PM, said:
AMS - Sure, AMS is useful to varying degrees against LRMs, and some people do run it, but the bald fact is that LRMs are not good enough to make MOST experienced players bother running AMS. Most players would rather have the extra 1.5 tons for other things. Plus, it has little bearing on this particular discussion.
Correct; AMS is never factoring in my builds. It takes up precious amounts of slots and tonnage that are sorely needed for actual weapon systems and barely makes a dent in LRM salvoes anyway. Yet i hate going out there without my beloved RDM. AMS still exists as one of the countersystem specifically designed to protect against LRMs. There aren't any modules deisgned to counteract direct fire weapons; mainly because they're less prone to utterly dominating a game when unchecked.
Praehotec8, on 12 January 2015 - 05:09 PM, said:
All the rest of your post is basically why you don't like LRMs, but as far as I understand, the LRMs are not really top tier weapons by anyone's imagination.
No, i don't like them - i accept them as part of the game; but it's the part that most easily breaks the game when buffed - the last speed buff being an excellent example. I've played them too! Mastering the Catapult and the Awesome made this unavoidable. I certainly couldn't complain about lack of damage or kills; long before the speed buff.
Praehotec8, on 12 January 2015 - 05:09 PM, said:
"If you boat missiles; and someone manages to break the 180m line; he has deserved it to chew your ass off. Most of the time; he's an armless wreck who had to go through at least two of your teammates."
First of all, often in a PUG game, even if you are only 150-200m behind the main battle line, a single enemy light often can sneak up on an LRM boat, and often no one on your team will notice or bother to assist you. Why do they deserve a kill without any real effort or skill required anymore than an LRM mech can indirect fire at long range (about 20-40% accuracy by what I've seen posted for people's LRM accuracy)? Sneaking up behind is pretty easy to do, but is useless against any other mech except LRM boats.
Most of the time close combat can be kept at between 150-200m (which already overlaps with the range for streaks and SRMs), which is fine for an LRM boat, and no one is screaming that LRMs are godlike there, so why would letting them keep the same power to 0m be worse? We're talking about a few limited scenarios.
I know I won't convince you, you've already decided you don't enjoy LRMs, but hey, thanks for posting anyways.
Out of curiosity; do you pilot lights? I do (though they're not my favourite class); and i very well know that they enjoy some heavy Hitregistration issues (FS and SDR-chassis comes to mind); which interestingly enough is their saving grace when going up against the current mega-alphastrikes. The scenario you describe is... not really a regular occurence; and while i seriously enjoy frying missile boats when i find them on their own, you need quite a lot of time to chew down their armor; if their buddies show up you better get out of there. Maneuvering back there is not an artform, but it's not advisable without knowledge of the map and a lick of situational awareness (and i get killed on a regular basis while trying just that). It definitly isn't auto-targeting kill mode though.
So; every single weapon system and every situation has its countereffect in some way, and for the record; atm the game is in a rather solid place balancewise. Not perfect of course - games of this kind never are - but i don't feel completely out of place in any of my mechs; fielding any weapon system.
Your demand of bringing full LRM damage <180m is basically a call for a weapon system
without any kind of disadvantage. Low heat, low weight / damage-tradeoff, high ammo count per ton, absurd screenshake, giant range bracket, little to none targeting skill required, inescapable when fired on lock close up - a remaining "weakness" being the damage scattered across the whole mech instead of going pinpoint to the CT (since you'll barely see undamaged mechs except for those sneaky lights - and those are light on armor btw, HSR issues don't work against autotargeting missile systems - those massive salvoes should take off components quite nicely i guess)
I know i won't convince you out of LRMs being severely disadvantaged and completely UP; but thanks for opening the thread.
Edited by Latorque, 13 January 2015 - 03:20 AM.