Destoroyah, on 29 August 2016 - 02:01 PM, said:
No one is asking for pinpoint damage on LRMs just a fix to the performance disparity of the bigger launchers to the smallest. The LRM 5 is so much more efficient then 15s and 20s there is no reason to ever use them cause equivalent numbers of 5s beat the larger launcher every time.
People that say LRMs are no skill weapons are full of it. It might not be twitch skill like the other weapons but requires tactical skills if you want to get the most out of the weapon. You got to take in account trajectory, terrain, missle speed, location of target, your location, ease of access to available cover for the target, etc. Yes you could just sit in one spot and hold down the fire button, but unless your opponents are complete incompetents your not going to do anything of note.
The good LRM pilots know you got to move around the battlefield to get to spots that'll make it hard for the enemy to easily avoid your salvos or to flush them out of comfort spots so your team can chew them up, or just to act as a area denial mech while your team closes in for a flanking attack.
Exactly, the good LURM pilot DOES know you got to keep moving around the battlefield. That's why heavy and assault lurm boats (that can fit lrm20's) are more of a hindrance to the team (slowing them down, taking the spot of a direct fire heavy/assault, etc) than a benefit... cuz they too SLOW and cannot defend themselves. I do better in my quad lrm5 oxide than most heavy/assault LRM boats because as you say.. mobility is key, NOT heavy lrm firepower. Doing a general buff of LRM 20's will only promote larger mechs boating lurms.. believe me this is not a good thing for the game or gameplay. As you all move up in tier you will realize this as well.
If anything, spread out the small-fire launchers so they fall inline with the larger ones, and not the other way around.