Tesunie, on 06 June 2017 - 09:38 PM, said:
As a point of overall weapon balance, you probably have a good point. But, as related to "its bad, never use it", I'd still stand by the fact that not every match is high tier comp play.
Different things do work at different levels of play. Something that can work in lower levels, may rarely work well in the higher tiers of play. On top of the fact that some of us do rather well with some things, such as LRMs, even when we are in "higher tiers of play". I mean, I'm not top tier competitive play, but I am T2 and I seem to do "alright".
If anything, it sounds like your argument needs to be less "don't use them" and more "PGI should adjust something here". Not to mention, as you've stated yourself, it's not necessarily "bad" to use LRMs, especially for newer players. And there are also ways we, as fellow players, can help teach now to use LRMs more effectively and/or how to build a mech around them well. I have no problems with the cautionary "I wouldn't recommend it, but if you are going to use them..."
Basically, I'm mostly saying that this whole game isn't top tier comp level of play, and that there are other levels of play. LRMs (in this case) may not be great at higher tiers of play, but at lower ones they can work perfectly fine. Some people can even use LRMs effectively in the higher levels of play, even if it isn't top tier comp level.
As I said a few times in other posts (easy to miss though I'm sure in the wall of text I usually put up) I'm all for LRMs being used in QP for new players and people who can't aim well. Plenty of good examples of when, in QP, new players can use LRMs just fine. In that context if you've got a new player in FW and they're learning the game (a masochistic approach but to each their own) then sure, LURM it up. If you've got health issues that preclude you being able to accurately use direct fire, or you're playing the game on a potato with a CGA monitor then yeah. Of course.
However taken independently LRMs are an inferior weapon to direct fire and the skill learned in using LRMs are of questionable value in getting really good at the game. A lot of people learn very bad habits playing LRM boats and learn to be perma-bads. That's a concern but overall the point is to just keep genuinely dishonest or patently incorrect information (like the above mentioned 'LRMs take real skillz, direct fire is EZ mode' nuttiness) from being taken seriously.
I_AM_ZUUL, on 06 June 2017 - 10:10 PM, said:
Except it is "Munchkin" using House Rules when all the "meta" is designed around the most broken aspects of PGIs poorly translated implementation because they are a weak/poor GM. 3039 is fun Ruleset to play under and MWO was much better off when it started there, 3050 is already the worst Ruleset by a large margin even before PGI utter inability to implement the Rules properly. We will see if moving to 3063 changes anything but I highly doubt it since one of the biggest advantages that IS got then was the RAC5 but one of its best & strongest features has already been given to UACs which resulted in even more Clan overbalance since they benefited by having more UAC options available. Anything that is direct violation of the Rules of BT qualifies as an exploit since it is a result of PGIs failure, I will grant you that is a sizable portion of the game mechanics because PGI is so bad at it... does not change the fact that all PPFLD/Poptart mechs are a direct consequence of the Rules not being followed. Otherwise they would be a few fringe mechs just like TT because they are wholly unable to replicate their results on TT like they do here... on top of that, you are talking about what than 5% of the total player population of this game does.
So it is broken mechanics filled with munchkin cheese... and it is irrelevant to the overall community who are not participating in it. That is my whole point about the "comp" players posts... your opinion does not matter much (less than 5%) because it is not applicable or relevant to the 95% players experience.
Again, no. We will ignore that TT is full of 'meta' stuff as well and just point out that comp play is the same mechs as regular play. Same builds, same mechs as a given rule. Same maps.
That you think poptart gauss/ppc is 'the meta' just proves, again, that you don't really know what you're talking about. Currently it's often (though map dependent) pushes with SRMs and SPLs and in some instances even LBX. Poptarts haven't been a universal thing in a long time.
So in short, you are absolutely wrong and clearly oblivious about what 'comp play' is. It's just gameplay, like every match you regularly play. Just that everyone on both teams doesn't suck and brought good mechs. It is *better* balanced for player skill and mech value.
As such it is absolutely relevant to pug queue and group queue and whatever other queue because it's showing, in the clearest balance environment possible, what does and doesn't work relative to other things and why. LRMs are only a good choice if you're bad and playing bads. That's it. That's what everyone keeps saying. That so many players are bad and that QP is full of bads is not being disputed - that LRMs are not as good as direct fire as a weapon system is, and has been proven.
That you can farm damage and bads in QP even if you're bad but are using LRMs is a statement on how bad most people are at the game and how bad balance is in QP, not the value of LRMs as a weapon system.
So your point is the exact opposite of correct - the issue isn't that there's some sort of 'munchkin' facet to competitive play - competitive play includes a good 4-8 mechs in every weight class and builds from brawling to sniping. About the only thing it DOESN'T include is LRMs - specifically because LRMs are only useful relative to the skill of your opponent and as such has very little value against a team of skilled players. The issue is that balance in QP is so poor that LRMs can be used reasonably well there.
Edited by MischiefSC, 06 June 2017 - 10:27 PM.