tker 669, on 09 April 2017 - 12:31 PM, said:
Don't believe it is a pro vs. amateur issue...
...
I think a simple fix is if instead of damage being weighted so heavily as a whole, they split it so damage hitting one component was measured and weighted as of greater value. That way any of the weapons splashing damage all over inflating the score were considered a lot less.
Neither do I, I tried to use it as an analogy to playing the game seriously vs. casually. I find fun in both; I adore the flamer nova build, it's awesome to watch it in action when they catch someone lacking a little trigger discipline
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At the same time it's immensely satisfying to get a little immersed and try-hard, win or lose. My thoughts on it, anyway.
I'm not sure about how score calculations should change: just based on raw damage with a few bonuses sprinkled in like we have now doesn't completely cover and reward all the little ways an individual can contribute to the team, and damage weighed on how much one component was damaged compared to all others on the mech might punish LRMs a touch too much. I would like to be rewarded for the good use of my missiles; however I do think the damage I've done should count for less if that damage was only done by a small part of the salvo. All missiles hit? 100% damage rewards. 50% missiles hit? 50% damage rewards. Not perfect but a start, this requires a bit more thought I think
Press Play On Tape, on 09 April 2017 - 01:00 PM, said:
hi all, I am pretty newbie, but I wanna try to take part to this discussion.
My first buy was an awesome LRM boat, it is solid and LRM allow me to stay away from danger.... by luck I've soon understood how wrong my mind was.
In fact, in few games I've realized a pair of things:
- If I bombard enemies, I necessary have to stay not too far from my team, otherwise a swarm of lights will destroy me in secs.
- LRM boats are effective in really few maps. I've noticed many maps offer covers enough to waste most of my packs.
So I've bought a second awesome and I mixed LRM and lasers. Playing this I've understood another thing:
- I need a lot of practice, but take down enemies using laser gives me so damn much more satisfaction !!
Now I've focused my next buy:
AWS-9M
I still use my LRM boat, but my goal is to learn ballistics and lasers enough well to go into enemies and shoot em into their faces, just to let em know who killed em ^^
The Awesome is a good LRM platform, and for a novice in the lower ranks it can even be effective. As you start playing against other players who've figured out how to play around the shenanigans, the ability to re-position and defend yourself will outweigh the need for raw salvo size or ammunition count. The single most important part of running LRM support is the advanced target decay module. It's expensive and takes time to get but it's what makes LRM support at least possible against skilled opponents. It adds 3.5 seconds to the time it would take for the target lock to drop and it's keenly felt.
If it doesn't change by the time you hit it, once an LRM support mech is mastered, radar deprivation turns it into a mean counter-LRM platform.
And yea, map choice hits LRMs the hardest. River City is especially hard with so much building cover, but there is a saving grace in that the layout is fairly grid-like, so there are some very tight corridors alongside the few open spaces to get LRM hits. Again, maneuverability really helps.
Edited by SPencil, 09 April 2017 - 01:31 PM.