ice trey, on 13 June 2017 - 05:37 AM, said:
People are mostly grumpy because LRM users often hide in the back at maximum range and don't share armor, expecting the rest of the team to take the damage while they rake in kills and c-bills. When the rest of the team dies early because they sponged up 12 mechs worth of damage into 10 mechs, the LRM'ers get chewed up. Either as the last ones on the field when the rest of the team is dead, or as one of the first because they were lagging too far behind and got flanked with no secondary weapons.
Half of the problem is that PGI made LRMs into a weapons system that is really only effective when used in the way expressed above, which only propagates the problem.
You just described the most common mistake I see LRM users do.
Unlike most weapons, which enhance in their designated strengths the more that are piled on, LRMs seem to hit a critical mass on a given mech design before they start to lose performance. Instead of some features (besides indirect) becoming more enhanced, most of the time it just starts to become a larger weakness.
My example is spread. It can work well to counter side shielding and open up holes in the opening volleys or later on to destroy heavily damaged components your opponent is trying to protect (such as an example of a side torso). If a given mech (thinking more or less as a solo design) has too many LRMs and not enough to no direct fire weapons, they can never actually utilize those openings or create them. Thus, they count more and more upon high amounts of DPS to overcome this weakness. (Which is why I'm against boating LRMs so much.)
Combine your LRMs with lasers or other direct fire weapons, and now you maintain flexibility of approach from the LRMs, while retaining at least a (hopefully) reasonable direct fire pin point punch. This leads to more tactical flexibility over a pure build of one or the other. Out of position? Shoot indirectly till you can get in there. LRM sheltered map location (tunnels)? You can still at least go in there and kick some tail without too much difficulty. Near death yourself and already done sharing your armor? Fade back into the team and start relying on indirect fire to at least still contribute more to the match, rather than poke and die for that next alpha of direct fire weapons...
I've had a lot of success with my LRM based builds. I maintain a reasonable W/L with them, and I (thankfully) never cared about my K/D. I actually continue to maintain, as an average, a higher W/L with my LRM based designs than I do with my direct fire builds (currently). I find that they match my desire for more flexibility within a match, as well as my jack-of-all-trades skill sets.
PhoenixFire55, on 13 June 2017 - 07:51 AM, said:
Nobody is talking about translating playing experience. It was clearly said twice by me alone that I was talking about perfectly translating game rules, nothing more.
I think he was just addressing all the points, because he addressed player experience as well as rules not always translating properly, such as the case for MW (nearly any) and it's TT counterpart.