The Basilisk, on 27 January 2017 - 03:06 AM, said:
Yes LRMs are bad but you can do ok if you are a realy good player.
Its like the question if a ship mounted giant rock throwing catapult is good compared to a General Atomics railgun.
Sure both
can rip giant holes into a city.
Its simply a matter of comparision and a short reality check.
What can I do with a LRM that I can not do with a Gauss Rifle, a PPC, a ERLLaser or a light AC.
Indirect fire you might say...well wouldn't it be easyer to just replace the spotter mech that is required for indirect fire with one that carrys a nice combo of Gauss and PPC ? And when youre at it just replace those LRMs with some Lasers and get two mechs for ranged bombardment where you got one and a spotter instead.
And that is just one example.
Yea, yea, don't use scout mechs as spotter, its teamwork blabla everyone is a spotter bla
My argument is that LRMs require more support from your team to be used effectively than they deliver support to the team.
LRMs require teamwork instead of supporting teamwork.
The LRM, as they is implemented in MWO is simply an impractical weapon that requires too many factors to match and is too easiely countered.
And through all discussions I never encountered an argument that could make the LRM worth its effort to use.
When you get good at LRMs they become rather similar to using something like a clan medium laser boat.
With lasers you look for an enemy, fire on them, if they're any good they spread the damage a bit, but you've done your 42 damage alpha (assuming 6 ERML) and gotten back into cover. You exposed yourself to damage during that time also for about 2 seconds with the 1+ second beam duration and your mech's accel and decel to get in and out of cover.
With a mech doing exactly the same thing but with LRMs, you peek tiny cockpit out of cover, lock on, take shot on enemy, wait the second it takes for them to hit, and get back behind cover. You've done your 40 damage alpha (2 ALRM20s, artemis helps direct fire only) and exposed less of your mech doing so.
LRM mech gets much less heat per alpha for only 2 points less damage total, has backup weaponry so its stronger in a push than the ERML boat, does have an option for indirect fire so that it can stay in the fight while repositioning, has option to fire at extreme range for at least some low chance of damage, though not recommended due to low accuracy.
What works well for LRMs is that they have versatility for engagement range and type. A player who is able to easily recognize the flow of battle can throw suppression into areas he needs, push, rain damage on enemies, and make favorable trades. The meta works out well at doing its one thing, but it is stuck with limited options, it only has that one thing in particular its good at and it does it very well.
The LRM boat is essentially a mixed build that actually works rather decently, somewhat similar to Executioners running 2 ERPPC paired with 6 SPL. People really tend to underestimate how powerful an LRM boat with a proper build actually is up close.
Mad Dogs can pack on 5 small pulse lasers. This is 10 DPS, 30 damage a shot, short duration death. 6 ERML is only 10.14 DPS for more than double the heat per shot and longer durations. The ERML do get out more damage per shot, but in a brawling situation its very likely that the small pulse laser user will end up having the advantage in sustain, especially considering how close their total DPSes are. On top of that, pushing the LRM boat usually means that its already been raining on you or your team so much that your mid range units have decided to push in under 180, so you're already disadvantaged in armor when you come into the brawl with the thing.
Mostly what I'm saying is that while LRMs aren't the most optimal tool for dealing damage, they allow a player to manipulate a battle through means other than just dealing damage directly to the enemy. For example an LRM boat fires and is a beacon to enemy lights, he can use this to lure lights to their death and keep the assault lance safe, sort of like how the gas giants keep asteroids from hitting Earth often. There also just seems to be a psychological effect with LRMs on enemies such that they either cower in cover from them, rush to their deaths directly into firing lines to get under their 180m range, or end up ignoring them until they've worn their armor away. They're a great tool for increasing chances of enemy mistakes and panic.