Acehilator, on 23 April 2017 - 09:36 AM, said:
LRMs require the same effort as everything else. The skillset required is just different. That is just one more factor of this debate, by merit of being almost fire-and-forget LRMs obviously HAVE to be a weapon requiring NO skill at all. Ah rofl, this "argument" gets me every time. Never gets old.
Sidenote 1, with 12k games, wth are you still doing in T2 with your pro direct fire weapons?
For the second time, leave group queue/FW out of this. Nobody being pro-LRM will seriously claim that you should use them in those game modes on a regular basis (they can work there, but the level of commitment of the team required does not make it worthwhile).
And for the second time, if you cannot get consistently equal or better results out of LRMs than direct fire weapons does not mean it is true for everyone. I don't like using Gauss and can't really get anything done with them, does that make them a bad weapon. Obviously not. And killing players with LRMs feels always the same from the attacker's point of view. Knowing how to use cover as a good player does not make you invulnerable to LRM fire. It just means you die a different way. I can't remember the last time I thought "man, that guy is giving me a really hard time".
Sidenote 2, you realize that up until the patch last month, the LRM5 was a way better weapon than the LRM10? With a "not even a contest" level of difference? That was probably the worst example you could have picked.
Okay. So you get a team of 12, I get a team of 12. You set up with LRMs, boated or mixed or whatever, and we'll set up direct fire. We will see who wins.
Oh, wait! That's already been done thousands of time in comp play and FW! That's why the top competitive teams and top FW teams don't bring LRMs! Because when skill level gets much over mediocre on average on both teams then direct fire wins!
Get a team, dominate in FW against good teams or get into comp play and rock that div A. Show us all how it's done! Saying LRMs work in solo pug queue is like saying you can still keep a 0.7 w/l and afk every match. What works and what doesn't is tested in practice between teams of comparable skill. That's already been done.
I_AM_ZUUL, on 23 April 2017 - 10:44 AM, said:
I do not have a -1.0 W/L and I say that LRMs have their place & can be quite effective in the hands of someone who knows how to use them. LRMs just happen to be the highest skill ceiling weapon unlike PPFLD which is easy mode, so the amount of horrifically terrible LRMers is greater as well as it being much more obvious than the people who cant hit **** with the most meta builds available. I know how to use them myself and know how to direct their use to the point that I am unhappy when there is no LRMers or the utterly incapable terribad LRMers on my team in QP... but you keep trying to blame Operator Error as Mechanical Failure, which is not a valid logical premise.
Highest skill ceiling weapon in the game?
Are you ******* high? I mean it. PPFLD is easy mode? You're saying locking a target or getting someone else's locks is harder than aiming?
If that's the case, if the skill ceiling is so high on LRMs then please, please go roll the top tier "ezmode" players in the game with them.
Which is something we know you can't do because LRMs are only useful against bads. Specifically because LRMs have the *lowest* skill ceiling in the game. Their effectiveness declines based on the skill of your opponent. PPFLD has the highest because its performances is impossible to mitigate - it depends completely on your ability to land shots.
Will tell you the same thing. Take your LRMs to bat against the top tier players in the game. See what happens. We already know what happens because it happens all the time. If LRMs worked as well as direct fire they'd see just as much use in the top tier of League play and even among the upper ranked FW teams.