Well this thread is proof of one thing. LRMers think mighty highly of themselves.
Call it butthurt if you must, but MWO must have lost plenty of players to the slow brain drain that is LRMs. It's the rare and glorious LRM free matches that convince me how much more enjoyable the game would be if you could engage in a brawl with another mech without having to toss it in early simply because they have more LRMs on the field.
I recon if it wasn't for the lore anyone suggesting precision rapid fire artillery as an addition to the game would be laughed out of the room. Its a terrible idea, and its execution must be a nightmare for PGI. People complain about it because they like the game and are disappointed by the parts of it that are clearly pissing them off.
I believe I would be satisfied if there were some limits as to how many launchers could be fielded each side, I can learn to live with two or three at a time, they can be countered in pub matches, but six is guaranteed to be a deeply unsatisfying waste of a match, win or lose.
There is way too many times when advancing position is impossible without having a weapon range advantage in this game as well. Not really an LRM problem, just uninspired map design that punishes short range builds. Better maps would go a long way to making LRMs fair, they could even get a buff if all the maps had good tight brawling areas, sniping corridors and artillery zones. That way no build gets punished. The reason LRMs are nerfed is because some maps favour them too much and they will get effortless hit after hit completely free.
While I'm airing my many grievances:
Why doesn't mech selection happen
after map selection in quick play? I know sorting teams by tonnage happens before anything which creates a technical dilemma, but its painful when your dropped into Alpine with a 40kph melee build. If people knew what map they were playing, then maps could be purpose built for highly specific builds.
done.