Gimpy117, on 27 March 2017 - 06:24 PM, said:
I don't really care about LRM's being competitive or not. it's about risk/reward and currently there isn't that much risk to sit behind a hill a throw auto targeting missiles 1k or so
LRM boats can never be bad IMO because it's the only weapon that can be fire IN COVER
no one else can do this. it's a giant advantage
Well in your example there isn't much reward for this either seeing how I would be suprised if a stationary LRM boat nearly 1km away using only friendly locks has an accuracy level above 30%.
And I may add if they are successful at doing this it takes one or two things (sometimes both) to occur.
1: an aggressive team that retains long periods of LOS while holding locks and not getting shot to bits doing it. Indicative of an effective brawling team.
2: Someone is allowing this isolated LRM boat to get away with it because if you can not exploit the weaknesses a weapon system that has 180m min range with a dedicated close range fast moving brawler then you did something wrong. And it's a rare group that doesn't have at least one fast moving well armed mech maybe even with ECM (Locust,Arctic Cheetah etc)
What I find almost always lacking in the anti LRM argument is an understanding on what unique properties LRM provide that make them still a viable choice when they are obviously not competative by the numbers with many direct fire options.
And the unique properties do not stop at indirect fire and being able to shoot from a position of relative safety.
The players who have evolved LRM use have grasped the application of these unique properties. When you stop thinking about direct comparesons of this gun vs that gun that DPS or range or pinpoint damage or whatever and start to think about what the LRM does that nothing else can.
LRMs magnify frontage because you can fire over mechs ahead of you.In a situation where by limitations of terrain there is choke point and limited fire lanes are present direct fire weapons are limited by their need to have clear flat trajectory path to their intended targets. How often does this occur? In my experiences often enough to merit having this option available.
LRM project a zone of supporting fire around the LRM armed mech that is limited by two factors. Range and ability to retain locks. It is not limited by LOS or the need for flat trajectories. An LRM armed mech can lend supporting fire onto any targets they can conceivably reach.
LRMs are also uniquely suited to project a zone of control by retaining the capacity to lay down suppression fire in a similar manner to the capabilities to lend supporting fire.
If you start to think of LRMs as functioning like a form of classic MMORPG abilities then try to think about crowd control and DoT effects. Classicly crowd control isn't about dealing damage to the target directly it's function is the prevention of enemy damage or allowing damage to be done to them from another source.
The LRMs don't deal damage as efficently as many direct fire weapons but due to the ability to project such a wide zone of control without many of the normal limitations of direct fire the LRM user can hamper enemy movements. If the enemy is pushed back into cover you have exerted movement control on them. If they remain pinned and in cover they can not mount effective attacks against approaching brawlers that can with LRM covering fire get into their desired range.
The common link to DoTs (damage over time) is when LRMs are being used in a supporting fire role. A team mate is engaged and has an enemy in sight the additional damage applied by the supporting fire tips the scales to a more favorable conclusion of the combat.
The difficulty with non LRM users arguing against LRM use is simply put they don't get it. To them it's about "laboratory" conditions. The numbers and stats. They can not see how their skillsets apply to LRM use thus LRMs require no skills.
Edited by Lykaon, 27 March 2017 - 09:24 PM.