MovinTarget, on 15 June 2017 - 09:07 AM, said:
D V,
I'm reading your post a little more deeply and finding it interesting that you poo-poo brawling as being some derivative form of combat, that there is no thought put into how you time your shots or the correct amount of torso twisting or spacing so that you don't face-hug the enemy.
And yet, you want to hold locks at 950m and fire lrms... I won't sit here and tell you that is a whole heck of a lot less "thinking man's shooter" than...
alright, yes I will say it is a whole heck of a lot less effort/skill/teamwork going into long range lurming than good brawling.
I can discuss the pros/cons of LRMs in the new skill tree, but you're statements are getting rather humorous as you demand another 50-100m in LRM range while trashing other aspects of gameplay as if it takes no skill/effort/preparation.
I honestly don't care if they give you more range on your LRMs, just don't belittle those of us that like to do more than lurm.
Also, if brawling is what you have a problem with, shouldn't you be stumping for better close-range damage from LRMs so that you can keep fighting them when they inevitably close on you?
Hi again,
MovinTarget... Unfortunately, you've misread my post a bit here... I guess it's time that I clear this up.
You're wondering, "Why is 'D. V.' so angry at the Brawlers?"... It's because, for a lot of the time I remember, they keep trying to make people dump LRMs from their loadouts, as well as other long-ranged weaponry or weapons that can't be explicitly used in a brawl. Now, I normally have a respect for all styles of combat and play, but the kind of people I'm talking about try to force everyone to rush in and brawl, when not everyone has the natural ability, battle instinct, and/or computer specs to back up fighting in that manner. This results in a lot of dead players who then get frustrated and quit MWO, when they might have done better and stayed with something like LRMs due to their computer and/or abilities not being pushed beyond the limits by using LRMs. Amongst things, I would place this question back at you, "How do you learn when you end up with your computer lagging to death from inability to keep up with the changes in the situation?", because the simple truth is that people in that situation can't even see what's going on in order to battle properly. In my own case, I suffer less from this, and more from issues with Natural Ability and/or Battle Instinct. I've tried, repeatedly, to learn how to time my jump into a fight, how to time my shots, how to torso twist to deflect, how to space so I might have a chance to dodge, and so on. Sadly, I keep failing miserably, but due to how fast things blur by me, I end up also failing to learn how to do better. Final result, I end up coming back to LRMs because I can at least support my team without hitting them in the backs. Every time I switch to Direct-Fire Weapons, there's always one nut who seems to just jump in the way a mere microsecond after I've pulled the trigger, causing me to do Unintentional Team Damage instead of hitting the enemy. I actually feel bad if I do ANY Team Damage in a match, unlike other people I've fallen afoul of.
With that said, I must also point out that LRMs are also NOT a weapon that doesn't require skill to use, just as no other weapon lacks a need of skill to use. (
Yes, you REALLY misread me when you thought I meant that there were any "No-Skill Weapons" in MWO, because there are none! I possess no intent to belittle anyone who uses something other than LRMs, so please NEVER take my words in that manner!) You have to position yourself appropriately, you still have to make sure (albeit much less likely) that nobody is going to jump in the way of a shot you fire, and you have to operate with a strategy in mind so you can keep the enemy pounded into submission. Even further, you have to know how to be able to angle shots so that they have an increased chance of striking the target(s), and while it does depend a lot on TeamWork to actually keep a lock long enough to strike, there also needs to be the Distance and Arc available to actually execute it with. This is where a need to restore some of the longer LRM Baseline Range comes in. Just for starters, the 'New Skill Tree' Range Nodes need to be NOT-so-mandatory for making LRMs useful, but then there needs to be enough range possible to have at least a chance to force Enemy Snipers to take cover, and there ultimately needs to be enough Range with all of them equipped that someone can help a teammate in danger (who's already helping keep a sight, interestingly enough) even if they're a rather serious, problematic 1000-1100 meters away. That 70-90 Km/H isn't always enough on it's own to get In-Range to fire.
Which then brings us to the final thing... I'm avoiding trying to ask for increased damage at close range for three reasons. The first is that LRMs have always been -- and should always be -- 1 Damage per Missile. They're supposed to have a minimum range in this game. If that Minimum Baseline Range is changed, it damages the insertion of both the I.S. MRM and the Clan ATM (thus, reason #2), which are supposed to have closer Minimum Baseline Ranges, as well as better damage at close range. Therefore, the right change is to get the Long-Range LRM Baseline Limit buffed back up and make sure all the weapons have their proper places on the battlefield. I'm actually one of those who wants to see ALL of the proposed Civil War Weapons & Technology make it into MWO, but this nerf to LRM Baseline Range seems like it will choke some of it. Lastly, LRMs are supposed to be a weapon where you keep the enemy at length and help the team with not having the enemy close in on any of them, which would result in unwanted deaths that the LRM user is trying to prevent happening.
Heck, I forgot about one other thing... "Why is 'D. V.' angry at the snipers?"... I think I kind of covered that in my previous post, but I guess I should try to make a short version of it here. The ones I'm thinking of, like the kind of Brawlers that have left a burning wound in my mind, also are out to get people to drop any weapon that requires time to lock and utilize. This gives them added Free Reign over the Brawlers and Mid-Range Folks, where PGI should NEVER have caved to their crying (
and went around acting like "they were babies to be cuddled until they stopped crying") either. There NEEDS to be something that can chase them back into their hiding holes in order to give the rest of the team a chance to get in to fight, and the LRM Weapon System is really one of the best balancing spots to use towards that end. There shouldn't be 26 ways to shut down LRMs anyway, and LRM users should be able to work their way in close enough to return some of the pain.
Between the weapons for Sniping, the LRMs, those for Mid-Range, and those for Brawling, there is supposed to be a reasonable "Combat Square Of Balance"... I guess this is really what I've been trying to point out all along. It's just that it took until now to have the right situation for my mind to finally get this posted. As you can see, though, the problem also boils back into MWO's Community. I may not have sounded like it before, but like I said earlier in my post, I have a natural respect for all kinds of Combat Styles... What upsets me is when one or another gets too much of an upside without proper recompense in terms of Balance, thereby making the game unfair for one or more groups/types of players. I was just in hope that I could get PGI to take the simplest solution to fixing this, and use it instead of doing something that could be highly convoluted. We both know what happens when PGI goes for the convoluted situation, right?
Anyway, I've got to get back to the battlefield now. I'll likely see you there somewhere along the way, knowing my random luck and such. Hopefully, I've given you a better insight into my mind... One mind not loaded with insults, but instead one hurting with the knowledge of the simplest fix for a problem that's been noticed, and the pain of past experiences with other not-so-nice people in MWO's Community. Please excuse me while I use this last emote to indicate how exhausted my mind feels...
~Mr. D. V. "
One massive, hopefully useful Wall-Of-Text later, we've crossed the Date Line... Yipes, I'm late!" Devnull
[
Late Edit by Post Author for An Accidentally Missed Thought.]
Edited by D V Devnull, 15 June 2017 - 05:05 PM.