Jump to content

"get Your Own Locks"

Gameplay Skills Weapons

551 replies to this topic

#141 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 27 December 2015 - 01:41 AM

View PostMystere, on 27 December 2015 - 01:15 AM, said:


Well, quite a number of people seem to have this insane idea that the only way you can see and shoot the enemy is "up close and personal". Posted Image

Tell me about it

I just shake my head when someone yells over mic or types in chat "you coward in the back suck". "In the back", by the way, is about 150-200 meters behind the front line of our firing lines because *gasp* guess where muh lurmy thangies are most effective?!!?!? Well goooolleeeee, what do ya know, they're most effective at about 4-700 meters (with effectiveness beyond that range being more situational than anything else) which, if my brawlers are 1-200 meters away from THEIR front line, that puts me anywhere from about 4-500 meters away from the opponent's brawling mechs and still puts me in range to lob lurms on any support mechs they have as well as help direct traffic with a wider view of the melee unfolding. THen I continue listening to stuff like that
until the scoreboard that is
when those yelling and complaining show about 200 damage and 1-2 assists, while I commonly break over 700 damage and get a kill or two in the process.
They usually just disco without another word at that point. Especially if it's one of those tryhards that likes to scream at "the team" because they did something stupid and got killed early on and we still manage to pull out a hard fought win.

To some of you, as much as I hate to say it, this entire topic, subject, argument, etc. is a prime example of you needing to "git gud" and "L2P" a bit more.

Your blanket statements in regards to usefulness and skills in using a weapon system speak volumes to your own personal limitations more than anything else. The ones screaming "me no locky", that's fine, most of us that understand the real issue behind trying to support ideas and threads like this, besides the most obvious being new players coming to the forums and picking up some REALLY bad advice sham on some of you "vets" for helping with that and then wondering where they pick up bad habits that YOU later have to "carry", will leave you well behind as you stagnate or drop tiers and we progress.

GL&GH

#142 Saint Scarlett Johan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 3,349 posts
  • LocationOn the Delta side of Vicksburg

Posted 27 December 2015 - 01:46 AM

I hit "R" frequently and I can't say I know of anyone that purposefully doesn't. That said, as others have said, I won't "hold the lock" if it means I need to be exposed any longer than I should be.

If I drop lock on that Direwhale, it means he's starting shooting back.

If I drop lock on that Splatcrow suddenly, I'm likely shielding and not looking at the target while my weapons are on cooldown.

If I drop lock on that Laservomit Timber, he likely ducked behind cover or I did.


Instances I don't hit 'R': I'm back stabbing and locking-on gives the cockpit flash letting them know they've been targeted.



There's also the thing about getting the reading on a wounded mech and seeing he has an open <insert component> then dips behind cover, dropping lock. If he pops back out I don't need to hit 'R' to know <insert component> is still open. Then there's the given target components such as the left torso of a Hellbringer or TDR-9SE.


Either way, I still can't say I know anyone that intentionally doesn't get locks. At the very least it says, "Hey! I found the Nacho Cheese Doritos over here" so people know where to go.

#143 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 27 December 2015 - 01:47 AM

But arguing for lrm buffs is not very popular... With a small minority with back channel access to pgi because they want esports and lrms dont fit the esports mould.

Ftfy

#144 Captain Stiffy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,234 posts

Posted 27 December 2015 - 01:49 AM

View PostKjudoon, on 27 December 2015 - 01:47 AM, said:

But arguing for lrm buffs is not very popular... With a small minority with back channel access to pgi because they want esports and lrms dont fit the esports mould.

Ftfy


Right so basically there is no solution and the whiners are effectively saying "I should be able to force people to play the way that I want them to play."

#145 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 27 December 2015 - 01:51 AM

Thank you for reminding me of another reason i hate raderp.


But i thought it was when you BROKE lock you got the flash and squee.

#146 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 27 December 2015 - 01:56 AM

Stiffy that is the complete opposite of what i said. You play what you want. The reason lrms are so weak is because there is a select minority that has pgis attention that lrms have no place in esports. The problem is these are the same kind that wrecked indirect fire in world of tanks arty. I know it is one thing i love aboutnworld of warships. ALL guns are indirect fire rng. And very slow travelling.

The only whiners saying "you must play my way" are those of the same thought processes of get your own locks you easy mode cowards.

#147 sneeking

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 3,586 posts
  • Locationwest OZ

Posted 27 December 2015 - 02:12 AM

Maybe derp shouldn't give the flash and blip, realy it should be an active mod like ecm that needs to be switched on to scatter a signal and reduce accuracy of missiles, increasing spread and arc in flight path so they don't track in so well after losing lost. If they did not buff the missiles themselves but addressed the derp from been a hard cutoff to a increased spread and looser tracking arc.

Then % of spread and arc could be tweaked over time for balance.

Edited by sneeking, 27 December 2015 - 02:13 AM.


#148 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 27 December 2015 - 02:14 AM

It should also require an ecm slot

#149 MischiefSC

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Benefactor
  • The Benefactor
  • 16,697 posts

Posted 27 December 2015 - 02:19 AM

Not about 'play the way I want'. It's about ultimate meta. Meta is about doing more damage to them than they do to you. Indirect fire is the ultimate evolution of that; shooting someone who can't shoot you back. If it's not absolutely inferior to direct fire then it's absolutely superior to direct fire.

Beyond that, weapons that just lock and shoot are 'lower skill' than weapons that require direct fire. More to the point, they have a lower skill cap; you max out their potential relatively early compared to a direct fire weapon. This absolutely does kill e-sports because if A) indirect fire is directly comparable to direct fire weapons for performance (and is thus absolutely superior; again, shooting someone who can't shoot back > shooting someone who can shoot back) and B ) like all locking weapons the skill cap is pretty low there isn't any reason to 'git gud' at it.

Indirect fire is a bad mechanic for a FPS. It's fine for a RTS and the like; in a FPS though it's always going to skew the meta. It'll either be trash or it'll be OP. It'll either be totally situational and easy to defeat or it'll be flat out superior to any other options. Hence why you don't see it in pretty much any PvP FPS games like this.

#150 sneeking

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 3,586 posts
  • Locationwest OZ

Posted 27 December 2015 - 02:21 AM

For one thing it is an anti missile tech or at least should be, right now its an eyeballs on me alert system and with anything under the reticle been auto targeted you can't observe as a scout or snipe and flank using gauss a/c ppc or laser without warning them.

View PostKjudoon, on 27 December 2015 - 02:14 AM, said:

It should also require an ecm slot


Make it take an ams slot instead.

#151 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 27 December 2015 - 02:30 AM

View PostKjudoon, on 27 December 2015 - 01:56 AM, said:

The reason lrms are so weak is because there is a select minority that has pgis attention that lrms have no place in esports. The problem is these are the same kind that wrecked indirect fire in world of tanks arty. I know it is one thing i love aboutnworld of warships. ALL guns are indirect fire rng. And very slow travelling.


View PostMischiefSC, on 27 December 2015 - 02:19 AM, said:

Indirect fire is a bad mechanic for a FPS.


Hilarious! Having no effective indirect fire capability seems to fit very nicely with a "minimally viable" Battletech game, just like having Clan companies made up of 3 Clan lances of 4 Clan Mechs each.

Posted ImagePosted ImagePosted Image

Edited by Mystere, 27 December 2015 - 02:32 AM.


#152 Lyoto Machida

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 5,082 posts

Posted 27 December 2015 - 02:30 AM

View Postsneeking, on 27 December 2015 - 02:12 AM, said:

Maybe derp shouldn't give the flash and blip, realy it should be an active mod like ecm that needs to be switched on to scatter a signal and reduce accuracy of missiles, increasing spread and arc in flight path so they don't track in so well after losing lost. If they did not buff the missiles themselves but addressed the derp from been a hard cutoff to a increased spread and looser tracking arc.

Then % of spread and arc could be tweaked over time for balance.


View Postsneeking, on 27 December 2015 - 02:21 AM, said:

For one thing it is an anti missile tech or at least should be, right now its an eyeballs on me alert system and with anything under the reticle been auto targeted you can't observe as a scout or snipe and flank using gauss a/c ppc or laser without warning them.



Make it take an ams slot instead.


Remove the incoming missile warning unless AMS is equipped.

#153 Catra Lanis

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,183 posts
  • LocationSweden

Posted 27 December 2015 - 02:33 AM

Sometimes I ask for locks. That doesn't mean that I'm asking the other guy to go out of his way to lock or needlessly risk his neck. What I'm asking (and what a lot of lrm hating people don't seem to understand) is that you lock when you can do so, when it costs you nothing because you are duking it out with that Dire Wolf anyway. If you do I can support you and make your life easier.

#154 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 27 December 2015 - 02:35 AM

View PostLyoto Machida, on 27 December 2015 - 02:30 AM, said:

Remove the incoming missile warning unless AMS is equipped.


And force people to equip AMS? What are you taking about? Who do you think demanded loudly for that incoming missile warning in the first place? Posted Image

Edited by Mystere, 27 December 2015 - 02:35 AM.


#155 Kilo 40

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,879 posts
  • Locationin my moms basement, covered in cheeto dust

Posted 27 December 2015 - 02:46 AM

View PostMischiefSC, on 27 December 2015 - 02:19 AM, said:

weapons that just lock and shoot are 'lower skill' than weapons that require direct fire.



hilarious....

peak around corner, point, click, go back behind cover = "skillz"

vs

find target, lose target, find target, start to get lock, lose lock, start to get lock, lose lock, get lock, fire, immediately lose lock. get lock, fire, realize you have the wrong angle and the LRMs are hitting something, back away to get the correct angle, lose lock, watch mini map waiting for a lock, start to get lock on an ECM mech, waaaaaiiiittt ffffooorrr lllloooccckkk ttttoooo ccccoooommmppplllleeeettteee, fire, immediately lose lock. watch triple AMS kitfox eat up all your LRMs, reposition, get lock, keep lock, start firing on enemy mech brawling with a friendly mech, manage to keep locks and keep firing, end match with 12 assists and a couple of kills and in the top three for match score and damage, then get told you contributed nothing and all your kills were kill steals. = "low skill"

#156 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 27 December 2015 - 02:55 AM

And then only allow ams to shoot missiles aimed at the mech it is mounted on since they cant fix it shooting through walls and other objects.

#157 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 27 December 2015 - 03:43 AM

View PostKinLuu, on 27 December 2015 - 01:37 AM, said:


Not really, much to my own dissapointment. The time-to-target of lrms is far too high to reliably punish poking. Because of this, lurms weirdly work best in medium to close range firefights.

But arguing for lrm buffs is not very popular.


Because LRM's don't need buffs per say, they need a mechanic change that fixes how they're grossly OP at T5 scaling down to useless at T1. You could make them useful at T1 by buffing them, but that would make them godlike in t5. Or nerf them in t5 and they move to utterly useless at t3.

No, LRM's need fundamental changes to their mechanics.

#158 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 27 December 2015 - 03:48 AM

And while not removing indirect fire which is the one mechanic they posses that makes them worth while what change WOULD be acceptable? Indirect fire is lore and the only thing keeping them from being a very slow guided lbx weapon that can easily be parri3d electronically or have damage reduced.

#159 adamts01

    Member

  • PipPipPipPipPipPipPipPipPip
  • Death Star
  • 3,417 posts
  • LocationPhilippines

Posted 27 December 2015 - 03:49 AM

View PostWintersdark, on 27 December 2015 - 03:43 AM, said:

Because LRM's don't need buffs per say, they need a mechanic change that fixes how they're grossly OP at T5 scaling down to useless at T1. You could make them useful at T1 by buffing them, but that would make them godlike in t5. Or nerf them in t5 and they move to utterly useless at t3.

No, LRM's need fundamental changes to their mechanics.

This kind of nails it. LRMs punish stupid.

#160 KinLuu

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,917 posts

Posted 27 December 2015 - 03:51 AM

View PostKjudoon, on 27 December 2015 - 03:48 AM, said:

And while not removing indirect fire which is the one mechanic they posses that makes them worth while what change WOULD be acceptable? Indirect fire is lore and the only thing keeping them from being a very slow guided lbx weapon that can easily be parri3d electronically or have damage reduced.


I would increase missile speed, which would buff their reliability, while also inceasing their cooldown, which would nerf their potential dps.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users