Darth Hotz, on 26 June 2016 - 01:58 PM, said:
Just recently I built a Lurmmauler for shits and giggles and guess what, I scored extremely high again. So I think I have reason enough to say no to any lrm improvements, because I know how to play lrms. The game is to static already with lots of missle boats hiding far away from the front line and let others do their work. It is completly reasonable that you get downsides for using a weapon system that does not require you to face the enemy. And if you are one of those lrm players that pump volley after volley into rocks and buildings noone can help you anyway.
If you're firing 4xALRM15, of course you're getting lots of damage. That's because half of your salvo is splattering randomly on arms and legs rather than torsos, as with anything in that size range you're bludgeoning the target to death. Nice for the KMDDs too, for obvious reasons. You -were- actually moving up, getting your own locks, and all that, right?
Most targets I solo kill with missiles on builds like that barely have a scrap of frontal armor left afterwards because you end up sandblasting the thing to death with dozens after dozens of missiles. That's big LRM launchers for you. Slow death by thousands of paper cuts. By comparison, I've got an
Archer-5S and holy crud, does it abuse torsos with 5 LRM 5's and accurate DPS that make my
Orion feel slow by comparison, both in ROF and kill speed.
And if your opponent's lights are dumb enough to not see all those contrails from the backfield as free and easy meat, you've got derps for opponents. Slow, inaccurate, ammo wasting derps with a "Kill me" sign pointing right at their target. That they ignored. Better velocity and spread won't make them any more useful, considering they'll be spewing indirect, inaccurate fire either way.
Again, though- why should a weapon be total junk because bad players gravitate to it? It's already got more counters in the game than anything else. Bad players are still bad with LRMs, still going to pour salt getting killed by LRMs competent players avoid, still going to get slaughtered like sheep because most of the time, they're busy blaming the rain when it's the guy shooting them with direct fire who gets them down.
I had one really salty fellow who I was chainfiring LRM 10's at (hey, Caustic is hot!) who spent most of the rest of the match chewing me out for OP LRMs killing him so fast.
That would have been the
Jenner IIC that had put all the SRMs up his backside, but apparently "INCOMING MISSILE" was the secret evil. If that's why LRMs aren't even modestly tweaked or worked on then please, at least let us change their title to "THE POTATO" for the next match if they get KMDD'd by LRMs. Please. So I can at least see them coming.
IdolElite, on 26 June 2016 - 02:23 PM, said:
What's wrong with it retaining it's locking capability? The missiles don't do short range like ssrms or have their never miss capability, the idea is to make LRMs usable in more direct confrontations and when you have a ceiling.
Dumb fire srms are pretty hard to aim around max range, I can't imagine firing an lrm 15 dumb fire at say 400 meters.
I'd rather just have the option to fire "flat" when unlocked, the same as almost every other weapon in the game. I have no problems with it, if only because it means I'd be able to actually use them in areas where they won't function now, locked or not. If I'm fighting in a tunnel or other cramped space, it's not like they're evading much. But at least I'd -hit something-