Bishop Steiner, on 27 March 2017 - 03:03 PM, said:
Whelp show me where I ever said they competitive and I guess we would be on to something. Hell, I don't think they are particularly good. I just find it funny the disconnect we see with Competitive Players, and maybe some concern that people are throwing shade at their twitch skill epeen.... but....
If a weapon is NOT good, and is unanimously considered inferior to direct fire... yet someone like Jman5 can use them (even if not as well as direct fire).... that by it's very nature...no, does not say LRMs are competitive.. but that yes, there is a very high skill ceiling to them, or they would never be able to be used even remotely competitively, by even top tier players.
You take an inferior weapon, and compete at a high level with it.... it doesn't make the weapon better, but it inherently implies a significant amount of skill was required to make that weapon perform.
And whether it's pigheadedness, rank ignorance, fear to even admit a lock on weapon CAN take skill,whatever...it's just damn ludicrous to see the mental gymnastics some folks on here have gone to to denigrate anyone who uses LRMs for any reason, as being "unskilled players".
Meh.
With respect. This issue seems to be an irritant. Am summizing that has a lot to do with how much this comes up in the forums and how polarizing it seems to be.
So much of the argument seems to go back and forth from what can be perceived as symantics, the other thing is clearly if people are taking such a negative stance towards people who enjoy something, there's going to be conflict.
This is my take on what has been said and my opinion.
A very skilled player is able to somewhat mitigate the inherent deficiencies of lrms. Supperior positioning, intimate map knowledge, and ability to find good angles being key to (of coarse in my opinion but I think we are at least close to the same feeling on this part) maximizing the effectiveness or use of this weapon. This same player as I recall you saying also, would likely do better with the lasers or meta or whatever. However, guys of this kind of calibur are going to succeed.
When I say that lurms have a low skill ceiling, I am not negating the above. These I consider transferable skills. What I am specifically referring to is that the actual mechanic of the weapon itself has a low skill ceiling.
So being that I run lurms, actually I really and truly try to practise everything in this game. I strive for mediocrity in all roles and all play styles at every weight class. Being this way means I actually do stuff I am not found of. However, even being a potato, I can achieve (in quick play) consistent and reliably good results. My C1 and Mad Dog have kdr's 1.8+ which is good for me as I have more mechs around 1.2-1.6. When I had some tendon issues I lurmed for a week straight and out of curiosity watched as I racked up 242 kills (mostly in a Mad Dog like close to 90% I would estimate) to a 139 deaths before I started messing around with other stuff (mostly lights) when hand felt better. There are only two other things that I could have to do as well or better, which would be running a UAC5 Night Gyr which I think is probably the easiest way to make money even after the nerf (I am a weirdo though as I do better in it than I do in the UAC KDK3), or run Battlemaster 2C/Marauder IIC laser vomit builds which I seem to get the most kills/average score and that kind of thing.
My point is that it didn't require skill. It is easy to use them, and not hard to get them to work. Seems like because of these reasons, we see too many of them in quick play. We also see terrible builds that make no sense. When I first started playing, lrm Atlas' were very rare. Same with the King Crab. I see them tons now along with Spirt Bear's, Scorches, Oxides and so on and so on...
This kind of bs is where the anger comes from. It isn't pure snobbery all of the time it's the frustration of how many people seem to have an absolute crap understanding of this game. At a very basic level. What I mean is taking the Night Gyr for an example, as good as it does the meta or UAC, due to space limits and tonnage availability, it makes one of the most heavy hitting lurm boats out there. I never think what an idiot that guy is like I do when I see someone doing it in an Atlas. But to take a Scorch with its insane brawling capabilities and turn it into a second line mech is off the chain baddy thinking. Even people in the upper tiers seem to be really clueless. Like putting lrm 10's on a AWS 8R....
While I know it is never going to happen, because of the kind of weapon it is and all of what goes with it, what I would be dying to see is that there was a cap of two or three lurm boats per team. Not just lurms though I would love to see that done with sniping/ppc gauss mechs as well. You see when you lore guys talk about roles, to even some of us not so familiar with lore, this sounds very appealing. A few scouts, some brawlers, a couple of snipers, some lurm arty support and fast skirmishers to round it off. That would make for a much better match in my opinion if that could be enforced, but considering how even weight classes are so lopsided.....
Edited by MacClearly, 29 March 2017 - 01:48 PM.