Ruar, on 12 June 2017 - 07:56 PM, said:
No, I want LRMs to remain unique, but I want them to be primarily used for direct fire with the option for indirect when the situation warrants. And I'm good with adjusting damage (spread mainly), speed, and other attributes if needed so they can become an effective direct fire weapon. The first step is acknowledging they need to be good at direct fire which will require removing the homing mechanic as it currently exists in the game. I see no issue with the minimum arming distance in and of itself since LRM boats should have secondary weapons. At the same time if changes are made and it's shown that LRMs need to be able to shoot closer then I see no issue with changing the range to 120 or 90m.
Nerfing is reducing somethings power. The mechanic change I'm talking about is giving LRMs more power at direct fire and less power at indirect fire. They still retain the ability for indirect fire but it won't be as strong as we currently see. At the same time they are able to be more effective because they can be used without a lock out to 900m or so. While I realize you might consider this a nerf since your history as a mortar man makes you favor indirect fire the fact is the game doesn't even need indirect fire, and any inclusion should be about flavor. I think there is room for indirect to exist in the game and LRMs provide a great way to make that happen. But it needs to be a fairly weak capability best suited for helping move the enemy team, softening up other LRM mechs, and being a nuisance while the teams are maneuvering.
Oh, and with the system I propose you lose one counter to LRMs which is radar dep because it won't have any real value. You also put damage more in the hand of the LRM pilot and less reliant on what the opponent is doing.
Indirect-fire is the bread and butter of LRM's and everybody knows it. If you want direct-fire missiles, use either ATM's or MRM's (they will both be here next month). Leave LRM's alone. They are the only weapon that can be used in the IDF role (though not as well as when they actually have LOS) and that alone makes them unique. They are not and can never be an effective direct-fire weapon. Min range, horrible accuracy, countless counters, complete inability to target a specific body part, much more fragility due to having to bring far more ammo than any other weapon system which makes them walking roman candles, the list goes on.
Nerfing refers to reducing a weapon's effectiveness, not just its power. If PGI reduced the accuracy of every other weapon in the game, making them not-so-pinpoint anymore, would you not consider that a nerf? You would and you know it. So quit changing the labels. LRM's are already weaker when they do not have LOS than when they do as is. Sounds like what you want is for LRM's to become a joke. Just something to annoy the other team with but cannot really measure up to the other chosen weapon systems. Typical LRM hater.
Radar dep is never going away. Too many people like it and use it. So try coming down from Fantasia already.
Ruar, on 14 June 2017 - 03:08 PM, said:
There is almost no place on any of the maps where you can't flank around someone poptarting. The only reason a poptarter can be a problem is because you aren't using terrain properly yourself.
The current version of LRMs isn't very effective against poptarters, my suggestions would make them better suited to flushing people out of cubbies compared to just a speed increase.
And the argument against LRMs being good at direct fire is just ludicrous. Every other weapon in the game is about direct fire, making LRMs just as effective at direct fire is a good thing, not a bad thing. Especially since making them strong at indirect fire would make them the single most overpowered weapon in the game. Strong indirect fire is the bane of every FPS game put out. Heck, the current version of LRMs have the ability to be overpowered in some circumstances which is why so many people want to see LRMs changed.
I used to try that with my brawlers. They either poptart from a high-up place that I cannot reach without JJ's or when I find them I also find their entire team surrounding them and looking right at me. I usually last about two (maybe five) seconds after that. No thanks. I learned my lesson. I would rather beat them down with my indirect-fire LRM's that also suppresses them and helps to protect the rest of my team.
Less effective missiles are not going to flush anyone out, just tickle them.
LRM's cannot possibly hope to compete with the other weapons in a direct-fire contest and everyone (including you) knows it. Furthermore, Battletech is
NOT supposed to be a FPS game, period. PGI making the boneheaded decision to try to blend them together like this and the people pushing it to become a pure FPS game are the real problems here. Assuming you are correct about them being "OP" in some circumstances, then do you deny that under other circumstances they are clearly at a severe disadvantage or completely useless (either too close or too far)?
Ruar, on 14 June 2017 - 07:16 PM, said:
It's like you haven't even bothered to read my suggestions for changes to LRMs.
Bad suggestions are bad suggestions no matter how you slice them.
Edited by Jep Jorgensson, 15 June 2017 - 09:19 AM.