Aedwynn, on 24 January 2016 - 05:39 PM, said:
You seem to have an specific idea of the sort of build I'm speaking of, and are basically just strawmanning it. At no point did I say "just slap an LRM10 on the mech". When I said flexible, I didn't mean "slap a single LRM launcher on the mech". A single LRM launcher isn't going to do much of anything in most circumstances. IS side particularly, LRM's are poor secondary weapons because they're too heavy. IIRC, I said a PPC, or a pair of LL's or some such. Clan side, LRM's are certainly usable (a pair of 10's is very easy to get good usefulness out of, for example). The reasoning is this: Those longer range weapons still work at close range. Your brawler can still fire them up close. So, you can stick with your team, and still contribute until you can get into a more ideal range band, which is more effective than being ***king useless because your 60kph 270m range mech is actually useless on that map.
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Artemis is a mixed bag at the best of times even for a dedicated LRM mech, and not a clear upgrade all things considered - whether one should use it or not is very debateable and depends highly on play style.
I appreciate your efforts to educate me, though. Clearly, I have no idea what I'm talking about. Tell me, how long have you been doing this for? How many drops do you have? Want to show your tier rating?
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Go learn how alpha strike builds differ from DPS builds. Then try reducing roles to "range bands" again. You clearly do not know what roles are.
I understand alpha and dps builds, and basically every kind of build you want to discuss. I get it. I've been doing this a long time, have close to 7000 drops since the new stat system went into place and likely over 8000 overall. Most of those, incidentally, in the solo queue.
I get it. I understand the solo queue very well, and how to be successful there.
Here's the thing. You're clearly just not getting what I'm saying about a flexible loadout. I'm not saying to run 8 different weapon systems. I'm saying you need to have some form of weaponry that will be effective at ~500 meters, or the speed to close the distance fast enough. What you CAN'T have is a slow mech with <300m weaponry and expect to be successful as maps get larger.
This is typically acheived by having Large Pulses or Large Lasers alongside smaller lasers. It's just two different weapon types, but it works just fine, and ensures you can engage at any range you're likely to be stuck at (if you can't get within 500m on PH without giving up LOS, you have other issues.
What it means is, while it was effective back in the day, a MLas/AC20/SRM6 brawler that moves 60kph is a bad build, unless it's in a premade team built with that in mind.
Note that this isn't a random selection of weapons. You want complementary weapons, ones that will work together. But you NEED to have some that can reach far enough that you can do something when at longer ranges.
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1 LL or PPC won't help you at all.
So, no, you don't want a single LRM rack. A clan mech can get by with a pair of 10's or 15's, though, situationally. They're cool, can be fired effectively in a brawl, and can do reasonable damage at long range. My LRM30/5ERSL Mad Dog posted some 30 consecutive games all with 400+ damage and on the losses, 600+ on the wins, at T2 - and that was before PH dropped. So, clearly, 30 tubes is more than enough. And that's chainfiring, whereas a pair of 10's or 15's will be groupfired.
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That's your problem. You do not understand that small maps have nothing to do with being able to close on target with slow brawler. Any mech that is noticeably faster than said brawler can easily outrun them and keep their distance on any map you call "small". Then why said brawlers are used to great success?
Small maps have everything to do with your ability to close, because this isn't a 1v1 game. Your team moves together, their team moves together, you fight. It's not a matter of chasing one mech around in the majority of cases, it's a matter of pushing together solidly. In small maps, there's nowhere really to go, and while one mech may try to get range, his allies all won't.
Further, on small maps, there's only one or two common engagement points. You just have to get there, and they'll come to meet you. This is why, when we have the original maps (where the old Forest Colony and River City where *tiny*) and none of these alpine/tourmaline+ sized maps, when the old caustic was the biggest map) having a 50kph assault was perfectly fine. You could get anywhere you needed to go fast enough.
That isn't the case anymore. A direwolf mastered is considered too slow by most players now, and is an active disadvantage on several maps as it's so damned slow. It can't respond as well to changing battlefield conditions, and is likely to be isolated or simply unable to get it's guns somewhere useful.
As maps have grown, minimal speed requirements have as well. PH is just an extension of this, and the point where being that slow is really a problem. It's a manageable one when you've long ranged weaponry (see: gauss/uac5 dwf's, lrm mechs, etc) but if you're slow AND short ranged, you may have a hell of a wait to see combat. As a result, your team is basically playing 11v12 because you chose to be literally useless for much of the match.