Rampage, on 21 March 2016 - 09:34 AM, said:
I agree with most of what you said except the part about them only being good against "bad" players. New player and "bad" players are not necessarily the same thing. One of the things (a big thing) that makes LRMs a joke at higher Tiers is Radar Deprivation. New players do not have access to that module because it takes a while to unlock the slot with GXP.
I have also seen a few Tier 1 and 2 players still complaining about LRMs being too prevalent.
Even though I almost never use them.....OK never, I am in the camp that thinks that LRMs need to be made more viable throughout the game. I would even be in favor of removing Radar Derp from the game to make that happen. It seems a bit of any abomination to me. How does a Pilot's skill have anything to do with falling off the radar instantly when LOS is broken? Who is the pilot? Harry Potter?
I dunno about that, Radar Dep is a big deal, yes, but somewhat countered by Advanced Sensor Decay (it brings it back to the 2 second baseline), which all LRM users should have.
No, the actual reason why LRMs are better against less skilled players, is that by and large the onus is on the target to defend properly against LRMs.
This is much the same way as skilled players learn to defend against lasers by torso twisting: less skilled players rarely roll their torso between salvos, and so tend to die much faster than top tier players.
In the case of LRMs, there are many things skilled players do to counter LRMs, all of which focus on preventing indirect fire:
1- Avoid keeping LOS on LRMs.
2- Stay close to cover, and never maneuver in the open.
3- Recognize which cover provide proper protection from LRMs.
4- React properly to incoming LRMs.
5- Stick with the ECM or AMS cover.
Skilled pilots can practically make LRMs impossible to use indirectly, through their experience and proper movements. That is a FAR greater advantage than Radar Deprivation. In fact, even back when Radar Dep did not exist LRMs were still sub-par against the better players.
And, of course, the converse is also true: those players who aren't experienced or skilled tend to leave themselves far too open to LRMs and die quickly when it starts raining. The fact of the matter is they have no one to blame but themselves... but that's a rather unpopular things to say, and it's hard for people to recognize their own failures. but in reality it's no different than if they decided to stand on top of a hill while someone nailed them constantly with Gauss rounds.
The same goes for those top tier players who complain about LRMs: they are so used to LRMs being rare at high tiers that when they DO get caught out in the open and massacred, they blame the game instead of themselves. Of course, those top-tier players are extremely rare... most good players who fall prey to indirect LRMs generally recognize that it's their fault, learn their lesson, and go back to using proper anti-LRM tactics.
That said, either way the fact remains that LRMs are the most complained about weapons, which is why the devs have to be careful about how they buff them. They can't simply make them more powerful, because then they'd be utterly devastating in the lower tiers and raise more cries of lurmageddon.
This leads me to believe that whatever buff is made to LRMs should be for direct-fire usage only. How this could be done is a bit of a challenge, but it's the best option. After all, complaining about direct-fired LRMs is silly, when you consider there are other direct-fire weapons out there that would work better anyway. But by giving LRMs a direct-fire buff, it would make them more useful even at the top tier, since player skill is mostly good at canceling indirect fire.
Basically, as it stands LRMs really depend on their indirect-fire capabilities to be a worthwhile weapon system. While they ARE pretty good in direct-fire mode (artemis and TAG really help a lot), it's true that under most circumstances that tonnage would be better used for lasers or ballistics. It's the indirect capability that makes it useful to have a few launchers in a drop.
But since good players are good at denying indirect-fired LRMs, and you really don't want to buff indirect-fired LRMs as they'd murder lesser-skilled players, what is needed to make them useful at the higher tiers is a direct-fire improvement. This way the reduced indirect-fire capabilities (Against good players) would be compensated for by added direct-fire lethality.
For example:
- When you have direct LOS, make LRMs fly significantly faster with a flatter trajectory, making them much more useful against those who poke in and out of cover, but also less prone to hit your target indirectly when they get behind cover (since they wouldn't be dropping in an arc that might get past cover).
- Maybe make a big distinction between dumb-fired LRMs, and LRMs with locks: when dumb-fired, LRMs could fly much (much) faster and in a much shallower arc than when guided. This would make LRMs significantly more useful in LRM-unfriendly terrain, brawls, and even peek-a-boo fights, without buffing their indirect fire modes.
Anyway, just my 2 cents.