Praehotec8, on 11 January 2015 - 02:09 AM, said:
How was my comment disingenuous? It may or may not be a reasonable opinion, but in now way was I being deceitful, dishonest or trying to present a falsehood. In games, balance can work with one side getting one thing that is more effective, while the other has something else. My statement very well could fall under such a categorization. Please don't be insulting, although I will assume you were not trying to be.
I probably chose the wrong word there. My point is that suggesting that we "buff" CLRMs because Clan Ballistics is bad/terrible is
totally illogical. You do NOT buff another subsystem just because another subsystem is working poorly or inefficiently. In other words, don't make that kind of leap. It's just bad in trying to get people to agree with you.
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That said, forget the clan vs. IS thing. For the sake of discussion let's just consider LRMs in general. It obviously was a mistake to open THAT can of worms, and I largely put it that way because that's how it is in TT.
Secondly, you make large issue of the fact that LRMs are very situational, which they are, yet you do not address that the proposed change would certainly help make them less situational. Regardless of whether one supports the idea or not, I think that this is pretty much a fact.
You're buffing a situation that the weapon's role should not be in the first place. The whole point of
SRMs (or Streak SRMs) is to fill a void that LRMs are already ill prepared to counter. If you remove the minimum LRM range, it somewhat diminishes the role of the SRMs. You're not supposed to
totally rely on an ammo-dependent subsystem. That's why people will keep saying "you need to bring some backup lasers". You're giving a bad incentive for players to go full LRMs instead of SRM or energy backup, which only further exposes newbies to bad designs and behaviors. These are things are supposed to be corrected over time when you get better.
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You also make it very clear that you dislike LRMs and consider them low-skill weapons. I disagree, for a variety of reasons, but to each his own. For instance. where did I ever say that when I use LRMs I stand 900m away, and tell everyone to, "get me locks?" Personally I dislike that style of LRM use for the most part, and find it very ineffective. I find LRMs most effective when used just behind the main combat line, generally with direct LOS at ranges 2-400m. I also have no problem with dumbfiring then when needed. Doing so requires as much skill as any other weapon system shot from outside brawling range. Not to mention, enjoying LRMs does not mean that players are unable (and unwilling) to effectively use other weapons. Regardless however, our various weapon tastes have little bearing on whether or not balance changes should or should not occur.
It's not really about personal beliefs... it's more about balancing the game in a way that doesn't breaking everything else in the process.
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However, with the exception of mechs boating IS standard PPCs, LRM heavy mechs are the only mechs at a large disadvantage when cornered. Every other boating mech can still dish it out at knife-fighting range. Even bringing backup weapons doesn't usually cut it. A mech with 2-4 MLs will have little chance even against solitary light mechs. At least allowing damage at close range with LRMs would make it more even in a 1-1 brawl. If LRMs aren't overpowered in the 180-270m range, they won't be closer than that. I just can't see it making much change to balance one way or the other.
The fact they are literally LESS effective at outer ranges is more of an issue with how LRMs are designed. They are like "medium range missiles" except the name betrays its nature.
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"Taking hits for/from a weapon subsystem that isn't guaranteed to help annoys me to no end." Let me end by asking you: since it annoys you, why not discuss ways to make them actually useful in all situations without being overpowered?
I'll speak of it towards the end.
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Okay, obviously I am the crazy man out in the wilderness spouting nonsense based on my replies, so I will let this drop. It is painfully obvious that LRMs are unlikely to ever change in any significant way, and we will be stuck with vast limitations on what could be an overall useful and entertaining weapon system. I just wish there were a way to run servers with adjusted variables just to see how balance plays out. Could make for some interesting discussions.
Here's 3 simple ways... although that's up for PGI to decide.
1) Allow dumbfired LRM missiles to be more useful - like increased speed of projectile (but not as fast as the SRM). It was laughed at a long time ago when a former PGI employee had suggested "dumbfiring" missiles, and that was hilarious given how SLOW the missiles were traversing at the time. It is a very simple concept... especially if you imitate the version MW3 uses to a degree.
2) Reduce the effectiveness of LRMs at midrange by reducing the velocity at those ranges AND accelerate the velocity once it reaches past a certain distance (like 500m). When recalling the ridiculous LRM speed adjustments, the faster the missile, the more likely it will hit its target (and it was actually really violent). This assumes you are firing with a lock.
3) This suggestion is a lot more complex, but here's the basic idea. Simply REMOVE the requirement for LRMs to keep holding a lock on its target. It would be closer to the MW3/MW4 based system. HOWEVER, the counterbalance required is much easier to deal with.... the spread of LRM MUST INCREASE AND/OR the LRM damage MUST BE REDUCED (we're talking MW4 levels of .8 damage per missile). The Artemis requirement would require the
LRM user to improve/reduce the spread through LOS. TAG would also reduce the spread. ECM would increase the spread of the LRMs (because now the firing system is getting the lock and fire it, reducing the effectiveness of ECM through that method) unless countered.
The arcs may have to be adjusted (you want to be able to fire the missiles with a low arc from under Crimson Strait or the cave examples I had mentioned earlier) so that they are more practical in "low ceiling" conditions.
I don't think I've seen many popular suggestions, but those are the ones I can think of that have worked before for LRMs and don't break things WHILE keeping LRMs relevant in most cases, but not strictly keeping "low skill" moniker it has (dumbfiring LRMs should be rewarded). There are tradeoffs, but I believe this to be pretty reasonable (and possibly flawed).
Edited by Deathlike, 11 January 2015 - 12:13 PM.