Variant1, on 08 March 2015 - 08:43 AM, said:
And lrms are any different? This skill is very debatable, sure ECM is passive but it takes some micro management. As for lrms they are a lock on weapon which means you shoot and it aims for you. Its used a lot in pugs because of skill right? oh wait no its not because it takes no skill or teamwork when everyone spots for you, no to mention lrms can shoot over terrain giving them indirect fire capability. You want to know why ecm is broken? because lrms are broken to begin with. ECM has plenty of counters heck even a ppc bolt can disable it for a few seconds.
The bap having almost twice the range of ecm was ridiculous, now its down to 240(i think) which is still more than ecm which is good. I was actually glad they buffed BAP to make it more appealing but not making it ridiculous.
I didn't say lrms shouldn't be able to kill but their purpose is to usually soften up targets, if players don't want to follow that role they don't have to. Also why are we comparing real military to a fictional game? do we have giant walking impractical weapon platforms? No. Oh by the way artillery doesn't always get all the targets especially if they are hunkered down in a fortification/bunker.
While we are on topic of lore, have you read any of the equipment and weapon lore? they sound absolutely unbalanced! The game should not be balanced around lore because that would be stupid thing to do.
Actually there are three main reason I've seen people run LRMs.
1. Low quality equipment/ping/fps
Let's face it, if you do not have optimum equipment, fast mechs and fine motor control, LRMs are your primary weapon. I used to run with an FPS of 5-15 for a long time, and so I got very good and learned a lot on how to be effective with the most unfairly maligned weapon in the game.
2. They're fun to play
Not everyone needs the adrenaline rush to enjoy the game. Playing LRMs can be more sedate, and Lurmishing can be quite a thrill too.
3. Tactical flexibility
The ability to damage targets without seeing them, being seen or pursue over terrain with missiles cannot be underestimated. The psychological impact of "Incoming Missiles" is nothing short of surprising. These things matter in a match.
4. The easiest learning curve and most interesting skill climb.
It's easy to start using, but to truly master them, it's a long way to go. You have to learn maps, range behavior, cover's effects and many other nuances that are just flat out lost on direct fire players. This makes the weapon interesting longer and hard to master, particularly when considered in conjunction with TAG, BAP, ECM and all the modules.
5. Not everyone has the physical ability to play another style.
I just had a discussion with a player who isn't able to snipe or brawl because their medication prevents them from having the fine motor skills to do so effectively.
Nerfing LRMs for the ego of comp epeen measurers does little to help the game and more to harm it because it puts a bar to players not optimized to play due to budget, ability or just plain interest. LRMs change the tactical flow of the game, and make it better overall. Having 1-3 missile boats on a team creates a whole new dynamic that is not strictly dictated by the map because it can go over visual obstacles. It is the best team weapon in the game as well for working together with spotters as well as those in combat is how LRMs work best.
As for why we are comparing real military tactics? Because they are universal in games like this and in real life. A+B=B+A
Tactical realities are as fundamental and unavoidable to this game as realistic physics are. We don't have the greatest physics engine, but tactically, other than the artificial nerfs and sops to whiners demanding a derpy FPS Mech of Doody clone, we have pretty good tactical options that too many seem to think should be nerfed as OP.