Deathlike, on 04 June 2017 - 11:09 PM, said:
W-L is totally relevant though and you're not disputing my point.
Did I deny W/L's relevance? And even then W/L's relevance can be limited depending upon what game mode (Qp, GP, etc) you are playing in and the very makeup of your team. (You are only one person out of 23 other people in the match.) It is more relevant than K/D for certain.
That first line was in response to this:
Deathlike, on 03 June 2017 - 10:00 PM, said:
Oh well. I'm not saying cherry picked stats help, but I don't think I've ever really seen Lurmboats with anything resembling 2 k/d ratios, let alone 2 w/l ratios (even when matchscore is through the roof).
I was only responding to the relevance of K/D overall when talking about "effectiveness" in that first paragraph. So I don't know why that sparked your W/L remark. (Which maybe I just misread the tone within it?)
Deathlike, on 04 June 2017 - 11:09 PM, said:
Any time an LRM boat is challenged, they cannot respond. The difference between that so many other direct fire mechs... you still can at least repay in damage before you die. LRM boats simply cannot respond effectively due to LRM mechanics.
When you're calling targets and weak spots, you can expect some level of confidence that people that can aim will hit the spot more often than not... whereas LRMs... what and where you want something hit is totally on a prayer.
I guess this doesn't apply to me then directly, as I've already mentioned I'm not an LRM boat.
I find LRMs tend to spread just enough to often times damage a side torso even if it's turned away from me. In compliment and combination with my direct fire weapons (which is part of the reason I never boat LRMs), I find I can create holes and then also take advantage of them as well. Often, players will try to shield that side from my direct fire weapons (and some do it very well), only to find that section still being removed from my LRMs and their spread.
That spread is also why I never boat LRMs as well. Sandpaper is nice, but sandpaper alone often doesn't get the job done when you need to cut something in half. That's when you get a saw... This is why I feel LRMs are best served as a compliment to other direct fire weapons, at least for what I use them for and for how I play.
It's a matter of what you are looking for and what you want to get out of it. I've never disputed the effectiveness of direct fire. I actually agree with much of what is said about them. There is a reason I don't like boating LRMs either, but I do feel LRMs still have their uses within a more mixed build. Although I wont be upset if I do have a teammate who boated the LRMs, as long as they are working within the team and is up with the team, and working within effective ranges. 800+m indirect fire only is not something I consider to be "effective ranges", but that's what I happen to see all to often...
PhoenixFire55, on 05 June 2017 - 12:21 AM, said:
And yet convergence is the thing that causes more than half of MWO balancing and gameplay issues. We keep talking about if for five years and keep getting ignored for five years ...
Which would you like?
HSR where we typically (excluding unstable ping) hit where we are shooting?
or
Delayed convergence, but where you may have to lead several mech lengths with lasers just to be able to hit your target?
I do agree that delayed convergence was a lot of fun and it would help to solve a lot of the current problems between many different weapon systems. However, it was tried before hand already, and their HSR program does not get along with the delayed convergence system.
It's not a matter of being ignored about it, it actually did get a response back when PGI implemented HSR. (Or, that is where I recall reading about it... It has been a while.)
Vellron2005, on 05 June 2017 - 12:42 AM, said:
So.. still no actual statistical data huh?
Still just pointless bickering over the nature of LRMs?
No word from PGI?
Sad.. real sad..
If you really want, I will happily screen and post my current mech stats as well as builds on them. Just ask me and I'll do it.
However, I'm starting to believe that some of the recent stats in the mech stats section of this site seems to be... off. I'm not cure how accurate those stats would be suddenly...
But, I leave my offer open for my personal stats, as that is all I can offer.
As far as PGI goes, don't expect a response from them. They have a lot of things to do themselves, and that would be a lot of data to arrange and place on display. PGI can't afford to respond to every person who asks them a question, so please don't expect them to respond to you and be disappointed when they don't...
Xiphias, on 05 June 2017 - 04:54 AM, said:
I gave you the only statistical data we as players have access to. You could go through and watch MRBC videos at figure out how many of them have LRMs in, but what were you really expecting? If you wanted LRM statistics from PGI you should have skipped the forums and tweeted Russ.
If I'm correct, you gave us statistical data of high end comp play. I do believe we, as players, have access to far more data than that when we come together. The top comp play data is good, but only relevant for that level of play. We players come from all different skill levels, levels of play, play styles, etc. If enough of us individual players came together and shared our information (honestly*) together, we could maybe see a small part of the picture.
*Lets face it, anyone could post whatever as their stats, so honesty is needed.
Not all of this game play is top tier comp level of play. Actually, most of this game isn't at that level. We have players operating with all different computer strengths (which will have an impact on success with different types of weapons), mouse settings, mouse types, screen sizes, internet access types/strengths... That's just the physical player side of things. Forget about PSR levels, average game types (QP, GP, FP, etc), etc.
Though it really is great to get advice, watch how they play, etc from comp players, I don't always heed everything they say either. Sometimes, one needs to just experiment and try things out for themselves and come to their own conclusions. One of the reasons for this (besides to enhance your own knowledge of things) is that, for your personal level of play their advice may not be "as relevant". For example, I am Tier 2, and I use LRMs. But I don't use them in the "typical" consideration and conventional tactics most other people use them in. I'm on the front lines, often times one of the front most mechs on my team. But I also don't boat them. For me, this works. It may not work if I was in a top tier comp match (maybe it would, no idea as I don't play that level), but for where I tend to play (QP, GP and FP), it works well enough that I feel I'm contributing to my team.
For my personal level of play in this game, I find LRMs are completely acceptable, depending upon how they are used. They are as acceptable as any other weapon I tend to bring, at least for the manner in which I play. Actually, my stats dare to say that I am as if not more effective (looking at W/L averages) with LRM based mechs than I am currently with other direct fire mechs.
Comp players make great points, but not everyone is a comp player working in the uppermost sections of this game, against the best players in the game, with computer rigs to deal with it and internet connections that are as fast as can be had. On average, their points are effective at all levels of play, but not all. I encourage players to test what is said. If a comp player said "MGs and Flamers are bad, never take them" (was once a true thing they said a long while ago), I don't want players to just take their word as law and never use those weapons. By all means, take them anyway, test them for a bit. If what they said falls true, than great. Even if they are bad, you now know how they currently operate, which will better help you combat them when and if you ever do encounter them. (Ex: "Why am I shutting down so quickly!" "Um... That be the flamers dude...")
I come from the "school" of "test it and experiment so you know how it works". LRMs become easier if you have used them yourselves, as then you know how their lock on mechanics and flight paths work better. Even if you think it's a "horrible weapon", it still is nice to at least know how they work, so you can better play against them when they do come against you. Personal experience I find is better than just blindly following what someone else says or does. My opinion of course here.
(Hum. I think I rambled a bit. Sorry. I'm kinda a "wordsworth" when I type. Never seem to be able to get short responses out...)