Long post is long, so I'm going to address it in pieces. And no, I'm not necessarily in disagreement with you, but I feel some things needed to be said here is all. Sorry if this gets long.
OmniFail, on 27 March 2017 - 07:57 PM, said:
Whatever……..
The truth is that they have nerfed a weapon that was arguably amongst the top four weakest weapons in the game. They claim they did this to make players use the larger launchers because the LRM5s where a more appealing choice because of their efficacy and players were less likely to use the more poorly performing weapons. So instead giving a buff to the under performing weapons they nerfed the appealing weapon.
Actually... They have buffed larger launchers. A few patches ago. However, LRM5s where still running so well, no one (except for me it seems) seemed to have noticed. Many people just looked at the buff, and didn't even try it out because their LRM5 boat was still working so effectively.
I've been using the larger launchers for some time now, even before the buff. Many people called them useless, but I found them to be very handy on some of my builds. I actually stopped using LRM5s for the most part, especially after the recent buffs to the larger launchers. Of course this is just me, and my sanity should not be questioned. (If you question it, you may deem me crazy.)
OmniFail, on 27 March 2017 - 07:57 PM, said:
At the very crux of this conversation is the question of spread. Before the patch a single volley from a cLRM5 would land four hits on the CT of the Atlas in the testing grounds and one on one of the adjacent components. After the patch a single volley now lands three hits on the CT and two hits on random adjacent components. So if a player considers time to core a CT as effective damage and the damage to the adjacent components of the target much and ineffective damage it is easy to see that effective damage has decreased by 25%. The reason I call the rest the damage ineffective damage is because if the hits on random adjacent components of the target only do one point to two components each volley and then only 50% of the time because there are four adjacent components it could take up to eighty volleys to destroy one of the adjacent components. Now a single volley of a cLRM5 now does 3 points of effective damage. This is way less than a small laser and this is not considering hard counters like AMS. It also takes more tons of ammo because of the wasted rounds. In theory it should take around 33 volleys to core a Kodiak with a 100-point CT. With all that being said I am still doing the same amount of damage but kills and components destroyed are dropping through the floor. It’s because of all the wasted rounds.
Now I would really love it if PGI would make LRM10s and LRM15 worth it. Maybe try making LRM15s spread tighter so you can actually feel like your killing your targets instead of slowly sanding away their paint. I have some really killer builds I would use if they were slightly better than they are now. Which is very much like raining confetti down on my enemies. But it is a fact that players use the LRM5s because they get results with them. Now after the patch players do not get results from the LRM5s. But players are not going to move to the LRM10s and LRM15s because they are still not going to get the desired results with them either that’s why they were not using them in the first place. And to get those desired results with the larger launches they are going to need more tonnage to work with to mount enough launchers and the additional equipment to make them effective. This encourages players to make things like the LRM Sprite Bears and Lurm Atlases. Also medium and light mechs will be less likely to equip LRMs because they lack the tonnage to make them effective and they will never have the space to put artimes on a bunch of LRM5s to make them effective.
Here I would make the point that LRMs are far more of a utility weapon, than a direct damage dealing weapon. Often times, LRMs are used for more than just damage, and have flexibility in how they can be used. As such, they pay for this in other areas, such as direct damage and ability to out right kill.
Do consider that LRMs are the only weapon in the game currently that can shoot indirectly. No other weapon has such a capability. As such, they are hindered slightly in the damage department, in the form of spreading the damage around a bit. I find this to be a reasonable pay off.
They are also the only weapon in the game with direct counters and support gear, which can really throw them off from what they can do. And this is part of where we get into balancing issues in my opinion. If played with the support gear against a foe with no counters, they complain that LRMs are too good. If the other way, they laugh and say LRMs are bad. Too many people have complained that LRMs are too good without learning how to counter them and/or take the gear that helps counter them. Because of this, LRMs got nerfed. Now they are being buffed again, but first they need to be placed at an equal level.
AKA: No one LRM system should be out performing the others. The LRM5 has been doing so for some time, and it's now being brought back into line with it's larger brothers. Don't know if it's there yet, but I think it's a good start to work from. Then, continue to adjust from there as needed.
OmniFail, on 27 March 2017 - 07:57 PM, said:
Now another thing to note is that patch notes state that “Like the SRM4 changes, after testing these values on the PTS we have decided to roll over these changes to the main game to better balance the LRM5 against the other launcher types.” Now I don’t really believe the part about the balancing against the other launchers. But It does seem to me that this is the PTS with the skill tree where players can buy tighter spreads with their skill points. I’m just saying it’s not working out in the real world right now because I can’t spend the skill points to fix my spread. It also feels a lot like the idea of shortening the range of LRM’s to make the players spend skill points on getting back to where they were before idea PGI to sell us.
Probably some good points there. This change may be more warranted after the new skill tree makes it in, or maybe just more obvious. It's something to consider.
OmniFail, on 27 March 2017 - 07:57 PM, said:
Now one more thing about all of this. All the time I read posts where people talk about how ineffective LRMs are and with the exception of how the LRM5s where before the patch and heavy/assault mechs boating an insane number of the larger launchers. And they are right. Teams in community warfare just want to win so badly that they just can be bothered with the second rate light and medium LRM boats because they are ineffective and do not give good returns on their tonnage. And they are right. They also don’t like players using heavy and assaults because with LRMs current state the armor would be better used soaking up damage and boating more direct fire weapons on the front line. And they are once again right. The reason they are right is because PGI keeps suppressing the effectiveness of LRMs in order to coddle the Alpha Strikers who can’t be bothered to carry counters or learn to play with LRMs mechanics.
This is a point I contest a little. I bring LRMs into CW, and I do rather well with it. It has little to do with the weapon systems, but how people are typically using them. Most players, sadly, use LRMs as a purely support weapon, used only indirectly and from as far back as possible. This leads to much of your team being more forwards and more alone.
I use my LRMs on the front lines, without boating them. I have reasonable results when I use them, and can often times pull good numbers with them. Then again, I'm not packing just LRMs, and I use them to compliment the rest of my build.
To some extent, LRMs are bad. To another, they are good. Depends upon what you are wanting out of them and how well your team utilizes them.
Compared to direct fire weapons, in a direct fire situation, yes. LRMs are not that great. When used in combination of other direct fire weapons, you can really use cover and other teammates more effectively. Should see me in my Huntsmen sometimes... Jump up, get a lock, laser someone with my 5 ERMLs, and depart leaving a gift of 25 incoming LRMs as I land behind cover. If I've got a teammate with a lock after, I may be able to deliver more gifts as I cool down from that alpha...
OmniFail, on 27 March 2017 - 07:57 PM, said:
Anyway I’m tired of wasting my breath here.
I’m gonna stick it out for another month or so and hope the PGI addresses these problems. If not I will spend the last of my C-bills and MC to buy a drop ship homing beacon to remove my obsolete mech from the battle field and fly away to some other fight in another world. I want even be mad I got my money’s worth and I had a lot of fun. But I’m not having so much fun anymore and nothing last forever anyway.
I've been talking about LRMs for probably a thousand posts or even more. LRMs are not something that is very easy to balance, as they are just so flexible. Change one aspect too much, and they can be too deadly. Go the other way too much, and they become fireworks... So many things one can adjust, spread, speed, range, arc, damage, reload speeds... Then you have their counters and support systems.
They can't be too powerful when there are no counters, but they can't be too weak when there are counters available. Then you have the different levels of play, from top tier to new player. We've had a lot of issues with LRMs being too powerful at the lower tiers of play, and yet not powerful enough at high levels.
(I will remark, LRMs are viable at higher levels of play. I will say though, typically the skills required to use LRMs effectively at higher levels of play is much more than other weapons typically. They require more effort in those levels of play, which means they aren't as favored as other weapons tend to be, which deal their damage more reliably and with less effort to do so.)