InspectorG, on 31 August 2017 - 01:43 PM, said:
Yes, Tournament play is not the same as Pugs. But Comp play shows how to maximize builds to get the most out of resources. Apparently very few payers understand how to build a decent loadout. The number of kitchen sink builds i see in Puglandia is staggering.
You dont have to use Meta, but when you stray too far, you lose efficiency which leads to trolling, or builds that make it harder to win.
As far as AMS, im talking about in Solo play, where there are lots of it. If you are running 2LRM10 with No Artemis and No TAG, very few missiles will reach the target, unless you are farming some dude way out of position.
If you prefer non-LoS missiles in Solo, thats fine as long as you arent trying to win. That 'marginal' boost to damage in 'perfect' scenarios likely weights more in Puglandia than you think because your teammates dont press R or look at their Radar.
I guess it boils down to if you try to win or just want to shoot robots.
I think perhaps you're misunderstanding me. Non-LoS is not the
point, it's merely an option.
You take a traditional Timberwolf laser vomit build, say 5 cERMLs and 2 cLPLs, you've got an alpha of 59.
You strip off the cLPLs, add a cERML and two LRM10 racks. Of course it has Artemis, that's standard on the TBR. Now you've got an alpha of 42 with the cERMLs, and potentially 62 with the missiles.
Will AMS shoot some of them down? Yeah, sometimes. Less often than you'd think, with them taking Artemis-enabled direct-fire paths at ~300 meters. You pre-lock them if you can, and if you can't no big deal, you have to have them locked for cERML burn time anyway. It's a clan mech with Artemis, you don't even need to achieve missile lock to hit them with that damage, and you have no deadzone.
Most of the time, you have similar performance to a more boilerplate laser vomit build, but you can also take advantage of various inefficiencies and mistakes that happen in lower-tier pub play. People wander around with exposed and damaged internals all the time, possibly even from the shot you just made on them. Then they go behind a hill, and either Target Decay keeps them locked long enough or someone else has sight on them to land one more volley. Will it do full damage? Maybe, maybe not. But some damage with the LRMs is better than the no damage you'd be getting with the cLPLs in such a scenario.
Again, hardly optimal. I wouldn't take it to a tournament, where every tiny fraction counts. But in pub play, that's simply not the case, and it's more than fine. It's going to perform horribly if you try to be a typical 800+ meter artillery piece, but that's why you don't play it that way. It's not a lurm boat with some lasers, it's a laser build with some utility launchers.