Van Tuz, on 08 January 2017 - 11:48 PM, said:
1) Ease of use.
LRM boats don't need map knowledge or evasion and timing skills like flankers do.
2) Receiving end.
You know what happens when you abandon "poke and hide", the only valid playstyle, and try to push. You get "incoming missiles", Your AMS throws a welcoming fireworks then your view goes haywire and then your mech explodes. You don't even know where it came from unless you happen to be looking there.
There's tons of talk about "radar deprivation", "AMS overload" etc. But newcomers don't have any of that. You may say "it's low-tier play" but i would say that it's the first impression. And it matters.
3) Results.
Well let me tell you my story. My average damage on King Crab over 23 matches is 250. Yeah, call me a scrub, whatever. I play solo, i don't run any meta builds and AC/20 isn't an easy weapon to use. During my moderately successful run i can deal about 400-450 damage (and i'm suspecting half of it from LRM-15). Dying with less than 100 points of damage dealt (as assault mech) while trying to push enemies out of domination circle is not something out of ordinary to me. The only thing that makes a difference between successful push and dying while horribly overextended is a sheer luck.
Should i mention that the amount of money you get is proportional to the damage you dealt? Spectating an LRM boat sending unending streams of vomit without any risk or much effort and realising that he will get 2-3 times more money from that match brings... let's say a feeling of class inequality. Even if this is a skilled and polite player. Hearing "don't like it - don't play it but don't you dare hate us" is just adding insult to injury.
I'm going to respond to the remarks in order.
1. LRM users actually need to have a good understanding and knowledge of the map to do well and play effectively. This doesn't include "spray and pray" where you spam missiles at every lock possible. What I refer to is shooting missiles with the intent of them doing something, be it damage, pushing the enemy into cover, or just sending warnings in their cockpit in the attempt to back of a teammate.
Now, here are my examples and why I say this. An LRM user needs to know not just the possible cover in front and between their target (which is what is needed for direct fire weapons), but also needs to know the terrain above their targets even. Tourmaline has several areas that direct fire weapons can be used, but they are practically protected by LRMs due to a crystal formation leaning above them. You need to know if someone is inside the tunnel on Crimson Straight or Frozen City, and I can't tell you how many times I've seen people trying to shoot LRMs at targets while they are inside those areas. Same goes for the docks in Crimson and the HPG umbrella in the center of the map. Even some of the cabling in (old and new) Terra Therma can block those LRMs. Canyon has those rock bridges.
As for awareness, they need to try and be alert to flankers and other mechs trying to get close to them undetected. They still need to learn to read the enemy team, and try and find positions that they can be protected (typically near their team, I would hope). They still even benefit from knowing how to play their armor defensively and trying to roll damage around (because, hopefully, they are with there team, and not alone). Some of these skills may not need to be as sharp as others, but they are still needed.
Basically, easy to use. Hard to master.
2. You are completely correct with that being the possible new player introduction. However, I would state that one of the skills that a player needs to develop is to be able to tell where cover is, breaking line of sight as well as being able to determine where the attack is coming from. AMS would help, if more people would use it in the lower tiers. A team staying near each other with an AMS on every mech is not going to have much problems with any LRMs. But then again... They would have to know this AND stay together. Two things new players wont know, and that PUGs (QP) players probably don't do...
3. Assaults are hard to play. They are slow and, once they commit to an action, they have to continue following through with it. Most PUGs will wander off once they take the slightest bit of damage, leaving assaults to wallow on their own and die. This is also why you probably see a lot of new players picking up Assaults (for health and "it's big") and then cramming LRMs into them. They feel they are doing great sometimes, but don't realize that they aren't always being a help to the team overall. They also pile on the LRMs because, once committed to an action... They don't know when to commit (who does in a PUG group most times), so they develop a fear of committing, so they hide in the back with LRMs where they no longer need to commit and die...
Besides some points in topic 1, I think you've described a lot of the issues with LRMs in the game at lower tiers. Some of it only comes with experience and play. Others is just poor information that some people will refuse to look up or just "know it's this way" even if they are wrong.
MacClearly, on 09 January 2017 - 07:16 AM, said:
10 months. 170+ mechs over a couple of different profiles. Former member of HHoD and current member of BCMC. Tier 2 almost tier 1. Under MacClearly the data available over the last seven seasons show me playing 3190 matches in quick play alone and I am very focused on FW. I know a lot of players who have been around and have learned a lot from very experienced and seasoned comp players and FW focused players. None of this makes me special and I would only recently start to consider myself as becoming a competent player. What it does however indicate is that I am a very active player and very involved in the game and its community.
Also from the perspective of having alt accounts and tier five ten months ago not being that distant of a memory, I have formed an opinion not only through experience but my interaction with others. However this does not make me a qualified expert nor is this a debate, rather it is a discussion.
You intimated so I rather windily obliged.
That being said, in the lower tiers while folks are learning the ropes, lrms are terrible in a couple of distinct ways. First the user who depends on them without learning to play them well, still can easily achieve a great deal of success. It serves to reinforce bad habits and in many ways (from my observation) is seen on players who range from soloists to ardently anti-social. I have gotten into arguments with tier 3 and 4 players who insist that their maximum effectiveness is 700+ metres and that I am an a hole for not getting them locks. That I am the bad teammate in this scenario. Especially a tier 4 guy who told me he was a four year vet of this game... Do you know how absolutely terrible you have to play to stay in tier 4 for a long time? When I started my Evil Goof profile I was in tier 3 after five games. I actually had to create another profile and intentionally tank in a trial mech to stay in the lower tier and even in the Zeus I got bumped to tier 4 somehow. So while the tier system is anything but perfect, not getting out of the lower tiers is a very strong indication of poor understanding of the game and not playing well. This is where most of the dedicated lurmers live. Now from the new player perspective the steep learning curve, and the over saturation of lurmers in the new player tiers, make getting that radar derp an essential unlock. Most new players have felt the burn of being melted by two or three lurmers with no LOS. In the lower tiers lrms are in fact a powerful and effective weapon. What on earth would happen if they were made so they were extremely effective in tier 1??? Imagine the hell new players would have to go through without radar derp? It would be gross and likely would chase more people away from the game than anything.
As far as ECM I don't know how you'd have trouble with its function as it is pretty self explanatory in its very name. Again how you think it 'should' work doesn't seem a very popular opinion and luckily for the rest of us PGI doesn't seem to agree.
Now for the skill tree, I don't have the reddit but Russ tweeted out that radar derp was included. I doubt considering how many people view lrms that PGI would even contemplate removing it. While subject to change it has also been pointed out that you can see it in the example of the skill tree. Chances of it going anywhere are very low.
Your forum date says you've been here (at least on the forums) since 2011 (if I'm reading it right). But this date has been known to be wrong, which is why I asked.
I only asked how long you've played for recollection sake on previous "versions" of MW:O. So I would know if you experienced the game before modules and stuff. If you've only been here for 10 months, that would explain why you wouldn't recall a time before ECM and Radar Dep. The game worked fine back then without those pieces of gear. Since their release, it's been kinda a middle ground. It's improved in some ways, not in others. Anyway...
I would ask, as much as I have also seen people mis-read the effectiveness of LRMs and demanding of locks of their team for them... I am not that kind of LRM user. LRMs are more effective the closer to minimum range that they can get. They also benefit more from having direct line of sight than indirect (for the most part). I ask people to hold locks if they can, but I also understand that a teammate still alive is better for me than a teammate who died for "me to use a lock". I always try to tell people to break locks if they have to, to survive. You are no good to me dead. So, I would applaud you for surviving, but I would get angry (with or without LRMs) if I saw a teammate intentionally never getting locks.
(And yes, I've seen and had teammates intentionally drop locks as soon as they saw the missile icon, because "They don't want to help an LRM useless no skill player". I can recall one such match where I jokingly said "Don't make me get my own locks. You won't like me if I have to get my own locks.
" (Face was to promote that I was joking.) Needless to say, the team actually took me up on the challenge, and my whole team refused to get any locks and would drop them as soon as they got them (not joking). Somehow in that match, I out performed everyone else on my team, getting my own locks (which I intended to do anyway for the most part)...) Getting locks helps the team, not just the LRM users.
I believe I've mentioned it before (and I could be thinking of a different thread), but new accounts get an accelerated boost to their PSR gain and loss. Once you are past that boosting stage of the new account, it becomes a lot harder to change tiers. When PSR first came out, both this account and my own alt (a stock mech only account for some private events (Lt Kataren if you wished to know)) were each started out at T4. My main account quickly went to T3 and then bounced a little between T3 and T4 before I 'settled'. Now I'm
T3 (Edit) almost to
T3 T2 (Edit, wrong T number. Sentence got jumbled). My Alt account though is still T4, but is also almost T3 and has used only stock mechs, unaltered from their time of purchase.
Anyway, now that I've rambled off the topic (sorry), I do agree that LRMs do seem to be more common to the lower tiers. And I do agree that LRMs should be more viable in all tiers of play. But, the issue becomes how does one balance the system so it's effective in T1 without being completely decimating in T5? T5 users don't even typically have Radar Dep, and they might have AMS or ECM on their mechs... Maybe. But, if you place more counters to LRMs, than they become less effective all around. Buff them up, and they become more effective in T1, but even more effective in T5. LRMs have always seemed to have a hard point to balance in this game...
My problem with ECM isn't what it's described to do... it's what it does in this game. By the backing of what it's suppose to do in lore, it's doing too much in this game. Then, ECM also creates a double penalty on any long range locking weapons (LRMs almost exclusively). Here is what ECM does in the game (just for review):
- Prevents locks on the mech(s) at range. (Can be counted with NARC. UAVs and TAG can permit locks and counters this ability completely.)
- Slows down missile locks, making it take longer to gain the locks. (This can be counted with NARC. UAVs and TAG do nothing against this (for the most part).)
What this means is that, even if I can get a target lock on an ECMed mech, if I have a locking weapon (LRMs) it will still take about twice as long to get a lock. Often, by this point, the lock may be lost again (from Radar Dep even), resetting the whole counter.
If ECM did one ability or the other, I think it would be far more fair. Especially considering it's a piece of gear that only weights 1.5 tons (and technically requires "no skill" to use). What I would want is for ECM to create a delay in the ability to acquire a lock, but if said ECMed unit stands out in the open, eventually a lock could be obtained. This would encourage ECM for more stealth, and not LRM protection, but require some measure of skill to use and penalize people who want to treat it like it's a cloaking device.
For the record, ECM isn't suppose to do half that stuff in lore. It should disable all LRM enhancements (Artemis, Narc, TAG, etc), but otherwise leave the rest of LRMs alone. (Not easy to translate from TT to MW:O styled games.) Then, it should also be able to create ghost targets (no idea how this could work in this game), as well as mask the signature of the mech (AKA: no damage display, no weapons display, and no mech type/designation. Not even a target designation to it.). It also, in lore, disables communications within it's influence (which you can't enforce in this game with external comms being used) as well as C3 computers (so disable target info sharing) and BAPs (but the let you know you are being jammed, which is now base in this game).
For the record, I'm not alone on my feelings here about ECM. Doesn't mean I want ECM to become useless or removed though. Just, needs some adjustments. And even I don't know what exactly it might need. I know I'd love to experiment and see how certain changes might have on the game...
You are very probably correct about the new Skill Trees. However, I like to take a "wait and see" approach. It probably will be there, but I just advise that it might not be either. We just don't know until it comes out live in the game. And that doesn't even mean it might not be removed later (which I also doubt).
Colonel Clunge, on 09 January 2017 - 08:31 AM, said:
If shutdown doesn't work, what's the best method for combating narc?
Thanks
Shutting down last I knew counters NARC beacons. However, I could be wrong as I've never tested this personally. The next best thing to do if you are NARCed is to find cover that is tall enough (twice the height of your mech) or hug a nearby ECM ally.
Besides that, AMS. It works no matter what!
...
As long as it has ammo and remains functioning...
You'd be surprised at how many missiles a single AMS can shoot down, given the correct situation. Even then, it's better than nothing and it will reduce incoming LRM damage at least.
Personally, I don't recommend shutting down for the most part. It just leaves you immobile and easy to hit. If you do shut down, do so behind cover, not out in the open. If you don't have cover, you are a target for every weapon in the game, even unlocked and unguided LRMs.
Burke IV, on 09 January 2017 - 09:02 AM, said:
Here is a good tip tho, if you are facing a LRM mech at short to med range that is pointing a tag at you and you try shutting down he wont even have to take his finger off the trigger, just keep pointing that tag and the LRMs will hit you anyway, if you retsart your mech, lock will reaquire and any that flew up in the air will come back down and the LRMs will just keep coming because you are now locked. Shutting your mech down, i think LRMs go to the last known location, so just switching off doesnt save you, you got to move, secondly if you start up again and the lock is reaquired you just get hit anyway. If you want to dodge LRMs hide behind something. My best and favourite LRM targets are the ones that give up as soon as they get hit, they just stand there like they are moaning in chat or something. Dont complain, think. There are ways to dodge LRMs.
Shutting down does remove the missile (and target) locks on you. However, realize that LRMs will continue to home in on the last spot the lock was in. This often results in LRMs still hitting you, but does mean additional LRMs would have to be blind fired without a lock. Jumping into the air high and then shutting down is a good way to avoid LRMs, if you even can. It will damage your legs a bit, but the LRMs will home in on your aerial location you where at when you shut down. Thus, making them fly over your head.
As for TAG, it does not counter the effects of being shut down. However, a stationary target can still be hit with LRMs, as LRMs can be fired without a lock.
Edited by Tesunie, 09 January 2017 - 10:02 PM.