I like how every thread nowadays almost instantly devolves into LRMs and those that despise them.
The arguments are always the same, too. Problem is: Every side of the argument has potatoes. Be it the guy there that thinks making the kill matters himself more than making the kill as a team, or someone that runs 6 cERMLL, 1 cAC/2, 1 cAC10, 1 LPL on an executioner. Direct-fire doesn't make immune from starch-laden root behaviour. Full alphas going into walls, Stormcrows panicking, seen it all, hell, done it all myself. But the one constant is that LRM boat players seem to be under the conviction that they contribute a lot and are simply not creditted for their efforts.
That quad LRM20 Scorch/Supernova could have been a ruthless frontline pusher, dealing 1000 damage and more to targetted components and not just 700 damage of spread confetti. That Lurmbear could have turned a corner and destroyed a poking enemy. That Warhawk could have laid down barrages of cERPPC fire ripping people apart. Instead, they are not pushing, but hanging behind the line. Mediums and Heavies need to carry their burden, and those chassis don't have the armor or structure to push as hard. They simply die before the push gains momentum.
And that's the single most effective tactic in MWO - the heavy armor push. With the current TTK, any team that doesn't have a layered firing line set up cannot stop a push. More guns on them, constantly moving, rolling over the enemy. And LRMs cannot add to that, except for 1,) inaccurate 2,) slow 3,) easily blocked damage.
I tried a couple of LRM mechs now, to see what the magic was. How to properly run LRMs and be useful. I ran a HBK4J, and ended up with 500, 600 damage - most of that from the three medium lasers and walking with the push. Even tanked some shots. Always fired LRMs with 200 to 350 metres, made my volleys count, didn't blast cover. I went with a Maddog, complete with energy weapons and such. Did the same thing, another 600 damage. In this case, most from the LRMs - but without many KKMD or kills. My team desintegrated around me, and I ended up the last one standing. Without the team to asssist with locks, the LRMs were borderline useless - because even with backup energy, TAG, BAP and backpedaling to keep the distance, the LRMs did not deal a good amount or a precise kind of damage.
LRMs are, in their current state, a comfort blanket. You don't have to dare marching into the fire, you don't have to improve your aim, and you can make up empty stories about how you "made it rain" and "supported your team". Thing is, your team supports you. Keeps you alive, and gives you the luxury of blasting their backs with your piddly missiles and not having to dare and stay cool under pressure. You can hang back, pop a beer, watch the Sports McSportsters fight the Sportingdale Sportlovers in the current Sportsball season and hover your reticule over a square.
And the final nail in the coffin is:
"Please hold locks, LRM boat here."
You know why people lock on to something? To scan for components. They will not go out of their way to hold a lock under fire or while exposed so an LRM boat can deal 27 damage spread across the entire chassis with 80 missiles, after terrain and AMS ate the other 53. I'm ignoring those requests, because I'll hold the lock that we need at the frontline of the push, and that we are focussing on, as long as I can without overextending or risking getting shot to bits.
But I am not holding that lock for the LRM boats.
That being said: Press R. Your team needs to know the component damage. Even if you are mad about LRM boats.
Edited by Ced Riggs, 01 June 2017 - 12:03 AM.