Revis Volek, on 27 June 2016 - 10:40 AM, said:
Getting close to killing something ISNT killing it. LRM are bad at killing things most the time and the name of this game is to KILL the other 12 mechs on the field.
True. And thats why I tell my lurm-friends in PUGs to divide their total damage by 4 to get their effective damage.
However, this is also true for all laservomit, because any semi-capable opponent will spread the laser (and especially so clan laser) damage by moving, torso twisting and jumping into his arms, legs and all torsoes. It is harder to spread pulse laser damage, but pulse lasers have much shorter range, and that is their balancing factor, just like much bigger heat is a balancing factor for pinpoint PPC.
As I've said, LRMs, just like any weapon, have their pros and cons. They are indeed relatively ineffective in terms of total damage they take to kill a mech, but people should consider other factors like total tonnage of these weapons, or total heat produced to kill a mech, range, lock on and such.
You can argue how ineffective they are all you want, but would you argue that an LRM boat is more effective on Polar or Alpine than an SRM boat? I don't think so, and thats because as I've said many times
all weapons are situational. Maps are a huge factor in terms of determining what weapons are best in each situation, but most of our maps tend to be of the same kind. Give us a completely open map with no cover and we'll see about how "broken" LRMs are.