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Lrms Are So Op! They Destroy My Mech, My Ability To Take Cover, And Basic Military Logic Of Not Fighting Out In The Open Where Everyone Has Los!


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#261 MischiefSC

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Posted 31 December 2016 - 02:29 AM

View PostTombs Clawtooth, on 30 December 2016 - 09:28 PM, said:


Ehhhh... Trying to use W/L ratio from the leaderboards is kind of screwy. Thousands of people high in that leaderboard have 1 and 2 matches.

Mine is 1.15 after 932 matches. Meanwhile I have a 2.28 W/L ratio over 118 games in one of my heavies that all the forum warriors try to tell me is inferior to a more meta mech.

It is largely luck whether you have an assault that thinks 8 ERLL is a viable build, or have a 100 tonner decide to disconnect at the start of a match. It's largely luck whether you get a team that will listen to orders and do objectives instead of buggering off throughout the map spreading out as far as possible against the words of the better players on that team. War is largely a matter of luck, in some cases plans can be made and executed, and in some success depends on the actions of a few.

You can always bump things in the right direction, but without being able to create consequences for people disobeying orders, there's not a whole lot you can do when they decide to throw the match.

Try playing any competitive level game just joining by yourself. Unless you're a LARGE deal better than the competition, you aren't going to carry. You can get lucky, sure. People can ignore your actions, you can get into the perfect positions every time, and always make every shot count. That isn't reliable or skill dependent though, especially not with good match making where everyone knows that positioning and you have to play it on an even level.

So far from my experiences here, if you're doing your damage, and you're doing it to focused locations, you're making the difference you need to make. You can do more and help, you can do less and harm your team... But in the end, you're 1 mech that can only do a specific amount of damage in a specific amount of time. If you're focusing it all where it belongs, and you're hitting for your tonnage, there's not much else you can do if your team completely fails to hit for their tonnage.

When I get 5 solo kills in a match and we still lose, what exactly do you expect me to do? Call out targets that the team consistently ignores? I've also had plenty of games where I've done basically nothing, didn't even make it to the front line in time, and we still won. That's luck.


Except the odds of your team being scrubby is exactly 100% equal to the odds of everyone else having a scrubby team.

Think of it like this - suppose you want to swim across the English Channel. There's a billion things that can go wrong or right. So much of that event would be beyond your control.

However suppose you could survive doing it again and again and again. And that thousands and thousands of other people were doing it, every single day. Trying, anyway.

While in the context of, say, your last 10 attempts (you are generally remembering, anecdotally, less than your last 10 matches when you think of what your experience is like. Usually it's about 3 and that's if they're back to back) you can see big swings in the 'odds', over 40 attempts those odds start to even out relative to everyone else. After 80 attempts the random ups and downs of events beyond your control functionally wash themselves out when your results are compared to everyone elses.

Another example. Flipping a coin. If you flip a fair coin 1,024 times you're almost certain to get 'heads' 10 times in a row. That is just as likely to happen with your first 10 as it is on flips 1,014 to 1,024. However out of those 1,024 you're going to have, give or take just a couple, 512 heads and 512 tails. You may have had a stretch of 10 heads (or tails) in there in a row and you'll probably remember that and think 'wow, this coin isn't balanced! I get heads all the time!' but odds say you'll end up almost right at 512/512.

There are few less reliable means of measure as human memory. You don't really even remember an event more than one time; every other time you remember it you're actually remembering the last time you remembered it. You'll also remember things that confirm your opinion (at the time) more than you'll remember things that don't. There's a ton of biases in how people think and remember.

Which is why we ignore anecdotal experience and opinions and just look at the math. We're all playing the same game with the same potentialities. By the time you've got 80 matches you've washed out all but a couple percentiles of random variance.

As such, when comparing players success, if they've had a sufficient number of games, W/L is a very solid indicator of how someones behavior impacts the odds of their team winning or losing based on their presence. Sure, people with below standard sample size (people with less than 40 matches) can be washed out or viewed as questionably reliable results but people with a lot of matches? You can reasonably view their results as indicative of their ability to drive wins (or not as the stats indicate).

View Postarivio, on 31 December 2016 - 12:44 AM, said:

tried it in scrims and my team did it against Lords.


Wow! So you guys tried to master the amazing and challenging LRM Deck! That's what the people with *real* skillz do. You should keep with it so you can dominate the competitive scene with the most skill-oriented weapon system. Show us how it's all done.

Or run 4x LRM decks in FW. Then post screenshots of all your high damage, high kill matches in the Clans FW subforum. You'd generate less rage by going to a Star Wars memorial convention dressed as Zombie Slave Leia.

#262 H I A S

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Posted 31 December 2016 - 02:55 AM

first my english is not even good, so sry if i misunderstood you.

in my opinion LRMs are bad weapons and can only catch the enemy by sureprise on 4 maps.
They heavy benefit from mistakes of the opfor.
But they also cheap weapons because theire autoaim character with no real aim involved. so basicly noobtubes like streaks.
and they are boring as **** to play.

on higher level of play jumpsniping had the biggest skillcap. moving and shooting in 3D with hit or miss Guns was so damn satisfying.

Edited by arivio, 31 December 2016 - 03:41 AM.


#263 oldradagast

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Posted 31 December 2016 - 06:41 AM

Any potato can toss a few LRM's on a mech and get in some damage (not unlike how any potato can toss lasers on a mech, wave the beams around, and get in some damage.) But that doesn't make LRM's a "low skill" weapon. They have a low skill threshold for doing "something" to the enemy, but it takes a good deal of skill to use them effectively for many reasons:
- Ease of avoiding the missiles
- LOOOOOONG flight time (by the time your missiles get there, you'll already have eaten a billion points of direct fire damage.)
- Easily countered by proper use of cover
- Only weapon in the game with almost hard counters in the form of ECM and Radar Derp.

The end result is a frustration: a weapon that is overwhelmingly powerful and frustrating to face in a handful of situations, but next to useless in many more. Plus, because of the illusion of LRM's being easy to use, you have no shortage of new or low-skill players boating them without any understanding of how much skill it actually takes to properly use LRM's.

#264 Lykaon

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Posted 31 December 2016 - 07:31 AM

View PostTarogato, on 24 December 2016 - 03:27 PM, said:

LRMs automatically hit the target you're locked onto without you having to aim them yourself. They have a lot in common with aimbotting. And when you get rekt by them, it feels cheap, because you know they decided to use the easiest weapon in the game, leech off of friendly locks, and that you'd smash their skulls in if they took anything else and actually had to aim for themselves.


The reality is actually very different.

Leeching friendly locks...well to be honest this isn't something to rely on because we are in the age of hidey pokey online where most players I end up with on my team don't even bother to press "R" before slinking back into cover.

With LRMs having THE SLOWEST projectile speed of any damaging weapon system there is absolutley no point in firing on the VAST MAJORITY of "friendly locks" This of course means you need to get your own locks with a weapon that requires the most time spent exposed to counter fire per salvo.

Doing this successfully is a skill.

"LRMs automaticly hit the target you're locked onto without having to aim them"

Well, in order to lock LRMs you (or something) needs to see the target. The target needs to remain in sight long enough to gain the lock (about 1.5 to 2 seconds upwards of 4-5 if ECM is present). Seems fairly easy right?

Except...Radar deprivation modules and ECM as well as simply moving out of LOS when you are given the missile launch warning all have the capacity to break the lock.

So now let's assume you have a lock and have fired... will the lock remain locked for the entire duration of the volley in flight? Should you expend ammo on this lock? is the target likely to be hit?

Judging this is a skill. A skilled LRM user is familular with map layouts and has to estimate the location of the potential target to determine if the range is acceptable for the targets potential to break the lock or reach cover.

Another issue is the potential to launch at a solid lock only to have your volley strike an obstical anywhere in between you and the target's location including the targets path if moving. Again choosing possition for accurate fire is a skill.

A direct fire weapon is a simple matter of place curser over target pull trigger. It's twitch based but not complex it's literally put the thingy on the robot and press button.

Target selection is also a very important skill set that includes more complexities than direct fire target selection.

When selecting a target most direct fire weapon users go for targets of opertunity if no targets of neccessity are presented.

LRM users need to quickly estimate the targets location,is it far enough from cover to be hit? Is the target unlikey to find friendly ECM cover? Is there a concentration of AMS near the target? will firing on this target unduly expose you to counter fire (you can not hide and poke with LRMs you need to stay locked on and clear of obstructions) using good judgemnt is a skill.

And then there are the maps...Some maps are very favorable for LRM use like Alpine or Polar while others nearly shut them down completely if you lack the skill set to overcome like HPG (the middle batteground is litterally LRM proof) or Crimson Straight with the tunnel and platform ALWAYS being the focal point and largely nullifying LRM use. And any urban enviorment with it's high vertical obstructions and plentiful cover to maximize radar deprevation or simply walking behind cover (Mining collective,River City.)

Overall fewer maps are favorable than neutral or outright negating of LRMs.

And now we have Escort...that dispite what many think is a nightmare to use LRMs on because of the uncounterable indestructable captureable ECM towers.

All of the above make LRMs one of the most difficult weapons to use when faced with skilled opposition.

Routinely pulling down top three damage if not the highest on the team with mutliple KMDs and assists while piloting a Kintaro at tier 2 is a skill. It's actually several skills applied to overcome inherent weaknesses in a weapon system to maximize it's unique characteristics to benefit your team.

Sure there are the players who pile on 4 LRM15s on a Stalker with less backup firepower than a Locust and waaay waaay more ammo than a good artillerist could possibly need and they sit waaay waaay back and lob volley after volley landing fewer than 30% of the ordnance on target...But honestly are you at all concerned about this guy? it's like facing off against a pilot who misses two thirds of the time and can't hit one mech body section consistantly.

If this guy is getting kills and high damage it's not because LRMs are easy to use it's because youre letting him get away with it.

Edited by Lykaon, 31 December 2016 - 07:36 AM.


#265 CMDR Sunset Shimmer

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Posted 31 December 2016 - 07:40 AM

So here's the funny thing about this topic on the whole.

One group constantly says LRM's are OP, regardless of the fact that LRM's have the most active counters built into the game AGAINST them.

The other group says that LRM's are 100% useless in "Top Tier play" yet I've seen again and again proof that LRM's tend to decimate some of the top teams if used properly. [and tends to cause them to scurry about like ants.]

So which is it, are they OP, or Useless? Or is it the 3rd option, that they're a viable weapon that has positives, and negatives to it, LIKE ANY OTHER?

But you know, we can't have reasonable middle grounds, not in my Mechwarrior! If you're not boating the flavor of the year Meta, you're not doing it right!

#266 Burke IV

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Posted 31 December 2016 - 08:07 AM

View Postarivio, on 31 December 2016 - 02:55 AM, said:

on higher level of play jumpsniping had the biggest skillcap. moving and shooting in 3D with hit or miss Guns was so damn satisfying.


You think jumping and shooting a gauss is high skill? Its not, anybody can do it with a few practice trys, at least to the point where they can hit a mech if not a location.

The rage against LRMs on here is hilarious. Its like crying about the knight cause it can jump over other pieces, if you set yourself up to get hit by it you do.

#267 CMDR Sunset Shimmer

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Posted 31 December 2016 - 08:46 AM

View PostBurke IV, on 31 December 2016 - 08:07 AM, said:


You think jumping and shooting a gauss is high skill? Its not, anybody can do it with a few practice trys, at least to the point where they can hit a mech if not a location.

The rage against LRMs on here is hilarious. Its like crying about the knight cause it can jump over other pieces, if you set yourself up to get hit by it you do.


combine that with the fact that jumpsniping/poptarting historically, isn't a skill, but an exploit of the targeting mechanics and draw distances.

It's amazing how people defend abuse of broken systems as "skill."

#268 Tarogato

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Posted 31 December 2016 - 08:47 AM

View PostLykaon, on 31 December 2016 - 07:31 AM, said:

With LRMs having THE SLOWEST projectile speed of any damaging weapon system there is absolutley no point in firing on the VAST MAJORITY of "friendly locks" This of course means you need to get your own locks with a weapon that requires the most time spent exposed to counter fire per salvo.

Doing this successfully is a skill.

...


So now let's assume you have a lock and have fired... will the lock remain locked for the entire duration of the volley in flight? Should you expend ammo on this lock? is the target likely to be hit?

Judging this is a skill.

...
LRM users need to quickly estimate the targets location,is it far enough from cover to be hit? Is the target unlikey to find friendly ECM cover? Is there a concentration of AMS near the target? will firing on this target unduly expose you to counter fire (you can not hide and poke with LRMs you need to stay locked on and clear of obstructions) using good judgemnt is a skill.



It's not a skill. It's circumstance.

Does this chunk of enemies have lots of AMS? You're SOL, you can't shoot near them. Does this chunk of enemies have ECM? You need a TAG, UAV, Narc (lmao easy mode), or you're SOL. Does this enemy keep backing into cover so you don't get hits? You're SOL. Are the enemies out in the open without massed AMS or ECM? Are your teammates giving your free locks? FIELD DAY, EASY MODE ENGAGED.



Playing with LRMs:

1. if you're not in a good position to trade, it's fine because you can just fire LRMs off of friendly locks
2. all you need to do is see an enemy for a half second in order to get a lock off of Target Decay and send a volley his way to keep his head down
3. are your LRMs hitting? Keep firing. Not hitting? Fire at something else. This is not a skill, this is boolean logic.
4. are you in a position where you'll get caught out by kamikaze enemies? If yes, move, it doesn't matter that much where to, because bullet point 1 and bullet point 2.



Trading with direct fire:

1. you can't shoot things from behind cover, you HAVE to expose every single time
2. you have to actually aim at components to win, you can't just be lazy, point your crosshair at something, and let the game do all the work for you
3. positioning matters more because you can only shoot the things you can see directly, and exposing yourself to one enemy at a time to win trades is a legitimate skill
4. judgment matters just as much if not more (ie, am I winning this trade? What is his damage output at this range vs my damage output? His armour vs my armour? Is his aim better than mine? Should I keep doing this? Should I reposition?)




View PostLykaon, on 31 December 2016 - 07:31 AM, said:

Overall fewer maps are favorable than neutral or outright negating of LRMs.

And now we have Escort...that dispite what many think is a nightmare to use LRMs on because of the uncounterable indestructable captureable ECM towers.

All of the above make LRMs one of the most difficult weapons to use when faced with skilled opposition.


You keep pointing out circumstances that make LRMs weak. This doesn't equate to LRMs being a higher skilled weapon to use. It means their effectiveness depends on circumstances beyond your control. This is not skill, this is pure happenstance and cause for frustration. And guess what happens when all of those counters are not present? You get easymode farm (unless you're against actual skilled players, then you don't really stand a chance either way.)

#269 Burke IV

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Posted 31 December 2016 - 08:58 AM

View PostTarogato, on 31 December 2016 - 08:47 AM, said:

3. are your LRMs hitting? Keep firing. Not hitting? Fire at something else. This is not a skill, this is boolean logic.


I like steams of LRMs. You can send that stream out like a feeler to see if its going to hit or not Posted Image

Edit: totally wrong on point 4 btw. " it doesn't matter that much where to" yes it does, LRMs dont hit quite that easily and being in the wrong position makes you ineffective or dead

Edited by Burke IV, 31 December 2016 - 09:02 AM.


#270 Jon Gotham

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Posted 31 December 2016 - 09:20 AM

View PostCMDR Sunset Shimmer, on 31 December 2016 - 07:40 AM, said:

So here's the funny thing about this topic on the whole.

One group constantly says LRM's are OP, regardless of the fact that LRM's have the most active counters built into the game AGAINST them.

The other group says that LRM's are 100% useless in "Top Tier play" yet I've seen again and again proof that LRM's tend to decimate some of the top teams if used properly. [and tends to cause them to scurry about like ants.]

So which is it, are they OP, or Useless? Or is it the 3rd option, that they're a viable weapon that has positives, and negatives to it, LIKE ANY OTHER?

But you know, we can't have reasonable middle grounds, not in my Mechwarrior! If you're not boating the flavor of the year Meta, you're not doing it right!

They are not op.
What they are is ANNOYING.
And annoying, makes less fun to be had.
To get rid of that annoyance, there are a lot of conditions and ifs. To be rid of being hit by direct fire requires very minor positioning because ANY cover will do that covers your mech in a straight LoS. That is not the case with indirect lrms.
Hence back to the annoyance factor.
Plus you also have to factor in the actual disdain many have for the type of player that likes to sit at the back, watching their team mates take damage they could be sharing out and thinning out. A lot of people don't like that very much. then there's the times when layer A and player B are having a right good set to, and are having fun in a tense duel until player C hammers a with their lrms from 600m away and ruins their duel. Player A feels right annoyed as does B. Player C sists there feeling might happy at having done that, probably with 0 empathy to what they have just done.
Agree or not with the above but that's how people might feel.
Hence all the rage.

#271 Tarogato

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Posted 31 December 2016 - 09:23 AM

View PostJon Gotham, on 31 December 2016 - 09:20 AM, said:

then there's the times when layer A and player B are having a right good set to, and are having fun in a tense duel until player C hammers a with their lrms from 600m away and ruins their duel. Player A feels right annoyed as does B. Player C sists there feeling might happy at having done that, probably with 0 empathy to what they have just done.
Agree or not with the above but that's how people might feel.
Hence all the rage.


Can confirm - have unlocked enemies before to have proper duels with them and not get the kill stolen away from some do-gooder LRM boat that thinks he's helping me. Have also seen people TKd by friendly LRMs in similar circumstances.

#272 Burke IV

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Posted 31 December 2016 - 09:29 AM

The thing about dueling being the source of LRM rage, yeah i can beleive that but you cant expect to have private duals in qp and often as not there will be a 1 on 1 fight and one guy shouts "help" and in that situation and your LRM are already on the way before they asked you do feel mighty happy

If my team has just folded badly in qp and i see people dueling i blame them for the loss tbh and if i can kill one of the dualists so i dont leave the game with bad score and 0 kills i will.

#273 CMDR Sunset Shimmer

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Posted 31 December 2016 - 09:35 AM

View PostJon Gotham, on 31 December 2016 - 09:20 AM, said:

They are not op.
What they are is ANNOYING.
And annoying, makes less fun to be had.
To get rid of that annoyance, there are a lot of conditions and ifs. To be rid of being hit by direct fire requires very minor positioning because ANY cover will do that covers your mech in a straight LoS. That is not the case with indirect lrms.
Hence back to the annoyance factor.
Plus you also have to factor in the actual disdain many have for the type of player that likes to sit at the back, watching their team mates take damage they could be sharing out and thinning out. A lot of people don't like that very much. then there's the times when layer A and player B are having a right good set to, and are having fun in a tense duel until player C hammers a with their lrms from 600m away and ruins their duel. Player A feels right annoyed as does B. Player C sists there feeling might happy at having done that, probably with 0 empathy to what they have just done.
Agree or not with the above but that's how people might feel.
Hence all the rage.


I find massed SRM's to be annoying, I find Streak Boats to be annoying. I find ERPPC/Gauss Sniper's to be annoying. And I find people who pledge by the meta annoying.

LRM's, are by far, the LEAST annoying thing about this game.

#274 FireStoat

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Posted 31 December 2016 - 09:41 AM

I just came to this thread to mention that I don't lock my targets in an effort to frustrate my fellow players that are using LRM's so that they'll eventually swap to using a decent weapon.

If people would use LRM's in medium or light mechs that are mobile so they could get correct angles of fire rapidly I'd trash the above policy. But it never is. It's always some ******* assault that's half drunk in the back of the group. So if you're dead and you're spectating and you're wondering why no one seems to lock targets, now you know.

#275 H I A S

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Posted 31 December 2016 - 09:59 AM

View PostBurke IV, on 31 December 2016 - 08:07 AM, said:


You think jumping and shooting a gauss is high skill? Its not, anybody can do it with a few practice trys, at least to the point where they can hit a mech if not a location.

The rage against LRMs on here is hilarious. Its like crying about the knight cause it can jump over other pieces, if you set yourself up to get hit by it you do.


try to read it again.

#276 Burke IV

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Posted 31 December 2016 - 10:18 AM

View PostFireStoat, on 31 December 2016 - 09:41 AM, said:

I just came to this thread to mention that I don't lock my targets in an effort to frustrate my fellow players that are using LRM's so that they'll eventually swap to using a decent weapon.


My first mech i learned the game in was catapult A1, something not unlike this. People would do the no locks stuff back then aswell, even refuse to help when i was ranged. Those people taught me how to play without realising it.

Edit: i have no doubt its the worst build you ever seen but in its day it ripped atlas in half with ease. No half ton ammo back then

Edited by Burke IV, 31 December 2016 - 10:20 AM.


#277 MischiefSC

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Posted 31 December 2016 - 11:20 AM

View Postarivio, on 31 December 2016 - 02:55 AM, said:

first my english is not even good, so sry if i misunderstood you.

in my opinion LRMs are bad weapons and can only catch the enemy by sureprise on 4 maps.
They heavy benefit from mistakes of the opfor.
But they also cheap weapons because theire autoaim character with no real aim involved. so basicly noobtubes like streaks.
and they are boring as **** to play.

on higher level of play jumpsniping had the biggest skillcap. moving and shooting in 3D with hit or miss Guns was so damn satisfying.


I understood, was just teasing you.

You can still jump snipe just not with anything big. BJ 1X with 2 ERPPCs and 4 sml for clean up and 4 JJs is fun and satisfying in pug queue.

Putting 20 pts exactly where they need to be 3x, 4x in a row? Getting the kill shot in on someone who thinks they got away? Very satisfying.

#278 H I A S

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Posted 31 December 2016 - 11:46 AM

I still did it on several Mechs, even CTF3D (rip with HGN and VTR).
Now PPC AC and Gauss is back in Business the crycircle start again. That, and the broken PSR, is driving me away from MWO.

Edited by arivio, 31 December 2016 - 11:46 AM.


#279 KingCobra

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Posted 31 December 2016 - 11:54 AM

From my point of view LRMS are at a good balance point in MWO damage wise and except for one thing the (MISSLE ARC IS WAY TO HIGH) I can understand the OP's frustrations.

Maybe he has tried to take cover like me 1000 times and the missiles just arc over objects and kill him as well. So My suggestion to PGI is lower the missile arc to be a little bit flatter so objects can in fact protect you like they were meant to be used.Posted Image

Edited by KingCobra, 31 December 2016 - 11:55 AM.


#280 MischiefSC

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Posted 31 December 2016 - 12:14 PM

View Postarivio, on 31 December 2016 - 11:46 AM, said:

I still did it on several Mechs, even CTF3D (rip with HGN and VTR).
Now PPC AC and Gauss is back in Business the crycircle start again. That, and the broken PSR, is driving me away from MWO.


PSR was always broken. That's not new. Once you hit T1 you've got too small a pool to play with.

There's training for league play, there's FW and there's trolling in QP/Group Queue. That's all MWO is.

Which is why I'm mostly playing Ark, Subnautica, 7 Days to Die and and Stellaris.

FW with a good team vs a good team on a good map it's a lot of fun. Very challenging. Just impossible to set up now on 1 Bukkit.





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