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Lurms Are A High Skill Weapon


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#241 Appogee

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Posted 11 August 2017 - 10:00 AM

View Postz3a1ot, on 11 August 2017 - 09:45 AM, said:

I came to this topic expecting some hilarious MEMES but you people failed. What happened?

Well, okay then...

Posted Image

This too may be relevant (note what the minimap is showing).

Posted Image

Edited by Appogee, 11 August 2017 - 10:02 AM.


#242 Vxheous

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Posted 11 August 2017 - 11:15 AM

View PostStefka Kerensky, on 11 August 2017 - 09:29 AM, said:

This thread is pretty much amazing, rolling on...forever, 12 pages and going on!!!

LOL

The trumpetists yelling LRM are good are A-M-A-Z-I-N-G, never lolled so hard.

In the hope some scrubs will read this, I'll leave here why LRM SUCKS HARD.

- lrm requires lock, other weapon systems don't
- lrm missiles reach the target in ages, while smart players have pleanty of time to cover.
- lrm spreads dmg all over the place, lasers, gauss, (is) ppcs don't, while clan ballistics, erppc far less than lrm
- lrm SUCKS as suppressive weapons, if you look for that, go with ac2

NOW, with that said, ppl saying lrm requires skills.....after watching this video, should AT LEAST admit lrm requires NO AIMING SKILL WHATSOEVER; WTF!
And about the other skills.....what? LOL

This game is about KILLING not to do some random dmg.

Scrubs showing "look at here, I did 1k dmg with lrm (and no kills) ..SUCK HARD!!!.

Period.


Everything you have described about why LRMs suck (which is true) converesly is why the LRM crowd thinks they are a high skill weapon. The LRM crowd thinks that by overcoming the LRM deficiencies and doing "well" with them, it equates to their application of skill in the game. Only thing is overcoming LRM deficiencies by positioning well, lrming at 300-400m to minimize travel time, getting own locks so more missiles hit isn't that hard to do, and is already everything that a direct fire user has to do. Even with doing everything well to LRM "well", the fact that LRM damage is splashed everywhere which makes them very ineffective. Lastly, the simple fact that LRMs lock on makes "aiming" them a joke. It also explains why pre-dominant LRM users have serious problems keeping on target with direct fire weapons, since they haven't actually practiced shooting accurately, or adjusting mouse settings to do so.

#243 Brain Cancer

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Posted 11 August 2017 - 11:25 AM

View PostRuar, on 11 August 2017 - 03:34 AM, said:


Biggest difference in your example is the laser boat has to stick his mech out into the open to do damage while the LRM boat can sit behind cover the entire time. I could point out risk vs. reward but I doubt it will make you think differently.


Someone's got to get LOS for the LRM to fire, so your team is taking fire for the idiot at 900m spewing derpmissiles. Moreover, IDF is the worst firing mode- maximum spread, minimum accuracy, most difficult to predict.

I've watched bad lurmers far too many times. Firing on nothing save indirect mode is like using your direct fire guns at past effective range because you're afraid to get hit, and usually gets the same results- it's why you see people boating 60,80 LRMs at once.

Let's take a look at Juju, who gets most of his hits in IDF mode. He dumps 255 damage worth of missiles (not that all of them will hit) on his first target, which is getting hammered and secures the kill, beginning to hit it when it's torso is exposed, someone else knocking it to red and his missiles getting the last few points. No KMDD as the guys up front actually did most of the meaningful (and damage, period) damage.

He then targets the Battlemaster, dumping another 300 or so damage into it, but failing to destroy anything (but it'll get him a KMDD). Then another Battlemaster, again for about 300 damage- which is just enough to destroy the internal structure on the already exposed side torso (and again, KMDD). He doesn't have Artemis, so when he gets direct face shots on the MCII-4, it's the same spread and so he barely manages to scrap the armor off one torso before 48 ATMs (which have integral Artemis, figured into it's tighter spread anyway) at just about perfect range (300m is 3 damage at best, just over 2 at worst if he has any range mods) in a nice tight pattern reduce him to mush.

He does take a few potshots at another Anni-1E in there, but it's got dual AMS and basically chews the chainfired LRMs to dust. No real damage inflicted, and it moving up meant he had to leave his comfy spot and run around to the other side if he wanted to spam missiles. (Which he did).

754 damage. Two components destroyed to show for it and a lot of spread damage that sandblasted him a few KMDDs, plus a secured kill when his missiles snuck the last bits out of a red CT. That's your rewards for hiding with LRMs and not getting your own locks.

Quote

Notice how there aren't multiple threads talking about how OP ATMs are? It's because they require the user to poke out of cover to shoot. Make LRMs a direct fire weapon which require the user to expose their armor and most of the complaints would go away.


LRMs require the user to poke out of cover to shoot effectively, as well. Big launchers without Artemis are hideous spread weapons that waste more damage on dirt and random components than anything in the game short of perhaps MRMs- who generally at least get twice the hits from the same tonnage in tubes to make up for it.

No LOS = No Artemis = nothing but damage padding "I'M HELPING" fire from your missile boat with it's fat ol' launchers that does minimal effective damage to a target. Effective fire takes LOS, which means you have to at least poke and expose armor on a missile boat that wants to be useful. It's why I say ATMs are natural "trainers" for people using LRMs, because if you're going for ATM shots at all, you're also generally setting up for a proper LRM salvo as well.

On the other hand, the terrain-bypassing arc of LRMs means that a direct-fired salvo can chase a target past some cover and still deliver a best-hit. If you sight in and fire and the only reason lock is maintained is someone else spotting (that is, it becomes indirect), it's still the tighter Artemis-boosted shot as spread is determined at launch, not in-flight. Bad players just use parasitic locks and it's max spread from launcher to target. Good players use IDF capacity to minimize exposure when missilepoking and to increase overall accuracy.

For me, IDF capacity means:

1) Someone got a lock? I can begin lock-on from cover, which minimizes exposure. Less exposure is critical for actually living through shooting people with LRMs, for some reason.
2) I can peek out and look for that target and fire immediately with LOS, getting best spread.
3) If it looks like someone else is maintaining lock, I can duck back down- otherwise, I have to risk return fire and all the facetime keeping my lock entails. Not that I won't to get the hit, but it means more armor goes down the hole. My Orion IIC rarely ends a match with it's left side intact anyway, so the fewer hits, the longer the missiles rain.
4) Depending on how much attention I got, I can either continue to chase the target with IDF-only fire (inefficient, but better than doing nothing) or poke again (not from the same spot) or a combination of both.

Not that I don't get my own locks and prefer them, but without IDF as it is, a lot of what I can do as a missile boater gets worse. Trading IDF capacity for better direct-fire capacity makes the weapon less flexible, and it doesn't get the increased damage or higher velocity of ATMs to make up for it...nor would anything that enhances direct fire allow me to continue doing what I do.

Quote

Usually as soon as such a change is mentioned though the LRM people break out the torches and pitchforks.


Because generally, those "changes" are suggested by someone who barely uses LRMs in the first place, and the end result would be another direct-fire clone. This tends to irritate the people who actually attempt the gitguds with missile launching.

#244 oldradagast

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Posted 11 August 2017 - 11:26 AM

If you want to claim LRM's are "low effectiveness," you wont get any arguments, but don't confuse the skill required to use them reasonably well with their actual power level in game. And don't pretend that pressing one button to spew hit-scan laser vomit while scurrying back behind a rock is "high skill." Honestly, no weapons require a lot of skill to use in this game, but long range, pin-point, high speed damage is the easiest type of weapon to use of all of them. You could wield laser vomit using your foot and still do better at it than with LRM's.

Again, if laser vomit, gauss vomit, or dakka vomit required a lot of skill to use effectively, we'd have long threads in these forums detailing the proper way to use them and others complaining about people doing horrible with them. Instead, what do we find? Only LRM's get that treatment. If a weapon system requires a long thread to describe how to properly use it and is so often misused that people spew rage all over the forums about it, that weapon system cannot, by definition, be a "low skill" weapon to use.

Edited by oldradagast, 11 August 2017 - 11:31 AM.


#245 Vxheous

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Posted 11 August 2017 - 11:53 AM

View Postoldradagast, on 11 August 2017 - 11:26 AM, said:

If you want to claim LRM's are "low effectiveness," you wont get any arguments, but don't confuse the skill required to use them reasonably well with their actual power level in game. And don't pretend that pressing one button to spew hit-scan laser vomit while scurrying back behind a rock is "high skill." Honestly, no weapons require a lot of skill to use in this game, but long range, pin-point, high speed damage is the easiest type of weapon to use of all of them. You could wield laser vomit using your foot and still do better at it than with LRM's.

Again, if laser vomit, gauss vomit, or dakka vomit required a lot of skill to use effectively, we'd have long threads in these forums detailing the proper way to use them and others complaining about people doing horrible with them. Instead, what do we find? Only LRM's get that treatment. If a weapon system requires a long thread to describe how to properly use it and is so often misused that people spew rage all over the forums about it, that weapon system cannot, by definition, be a "low skill" weapon to use.


This is easy to prove/disprove. I'm guessing that if the good players here which are proponents of direct fire, got into a LRM 80 Supernova for 10 games, 100% of them will break 1K damage in at least one game. At the same time, if all the LRM proponents get into a Laser Vomit Supernova (2LPL 6 ERML, or 2LPL 6 MPL, or some derivative clan heavy laser vomit) 90% of them will fail to break 1K damage in 10 games.

#246 Brain Cancer

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Posted 11 August 2017 - 12:04 PM

Given the usual "33% of LRM damage is damage padding", make it around 675 damage for your laserboaters and you'd get about an even level of performance. 1K in a laserboat is more useful damage than 1K in an LRM boat.

That being said, I get roughly the same ratio of damage on my Stormcrows. The missile builds do more damage, but less of that damage is to critical locations...so it ends up a wash in terms of contributing to the team.

#247 Vxheous

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Posted 11 August 2017 - 12:07 PM

View PostBrain Cancer, on 11 August 2017 - 12:04 PM, said:

Given the usual "33% of LRM damage is damage padding", make it around 675 damage for your laserboaters and you'd get about an even level of performance. 1K in a laserboat is more useful damage than 1K in an LRM boat.

That being said, I get roughly the same ratio of damage on my Stormcrows. The missile builds do more damage, but less of that damage is to critical locations...so it ends up a wash in terms of contributing to the team.


Oldradagast claimed that you can laser vomit with your foot and still do better than LRMs, so 1K sticks. I mean, lasers are the easiest to use out of all of them Posted Image

#248 Brain Cancer

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Posted 11 August 2017 - 12:58 PM

Then he's wrong. Full stop.

I mean, we're talking a sub 1.00 W/L and .58 K/D here proffering their opinion. If you're gonna talk trash about whether you can do well or not with a weapon, you should at least be able to do reasonably well with SOME weapon.

Spoiler


#249 Ruar

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Posted 11 August 2017 - 01:04 PM

View PostBrain Cancer, on 11 August 2017 - 11:25 AM, said:

Someone's got to get LOS for the LRM to fire, so your team is taking fire for the idiot at 900m spewing derpmissiles. Moreover, IDF is the worst firing mode- maximum spread, minimum accuracy, most difficult to predict.

I've watched bad lurmers far too many times. Firing on nothing save indirect mode is like using your direct fire guns at past effective range because you're afraid to get hit, and usually gets the same results- it's why you see people boating 60,80 LRMs at once.

Let's take a look at Juju, who gets most of his hits in IDF mode. He dumps 255 damage worth of missiles (not that all of them will hit) on his first target, which is getting hammered and secures the kill, beginning to hit it when it's torso is exposed, someone else knocking it to red and his missiles getting the last few points. No KMDD as the guys up front actually did most of the meaningful (and damage, period) damage.

He then targets the Battlemaster, dumping another 300 or so damage into it, but failing to destroy anything (but it'll get him a KMDD). Then another Battlemaster, again for about 300 damage- which is just enough to destroy the internal structure on the already exposed side torso (and again, KMDD). He doesn't have Artemis, so when he gets direct face shots on the MCII-4, it's the same spread and so he barely manages to scrap the armor off one torso before 48 ATMs (which have integral Artemis, figured into it's tighter spread anyway) at just about perfect range (300m is 3 damage at best, just over 2 at worst if he has any range mods) in a nice tight pattern reduce him to mush.

He does take a few potshots at another Anni-1E in there, but it's got dual AMS and basically chews the chainfired LRMs to dust. No real damage inflicted, and it moving up meant he had to leave his comfy spot and run around to the other side if he wanted to spam missiles. (Which he did).

754 damage. Two components destroyed to show for it and a lot of spread damage that sandblasted him a few KMDDs, plus a secured kill when his missiles snuck the last bits out of a red CT. That's your rewards for hiding with LRMs and not getting your own locks.



LRMs require the user to poke out of cover to shoot effectively, as well. Big launchers without Artemis are hideous spread weapons that waste more damage on dirt and random components than anything in the game short of perhaps MRMs- who generally at least get twice the hits from the same tonnage in tubes to make up for it.

No LOS = No Artemis = nothing but damage padding "I'M HELPING" fire from your missile boat with it's fat ol' launchers that does minimal effective damage to a target. Effective fire takes LOS, which means you have to at least poke and expose armor on a missile boat that wants to be useful. It's why I say ATMs are natural "trainers" for people using LRMs, because if you're going for ATM shots at all, you're also generally setting up for a proper LRM salvo as well.

On the other hand, the terrain-bypassing arc of LRMs means that a direct-fired salvo can chase a target past some cover and still deliver a best-hit. If you sight in and fire and the only reason lock is maintained is someone else spotting (that is, it becomes indirect), it's still the tighter Artemis-boosted shot as spread is determined at launch, not in-flight. Bad players just use parasitic locks and it's max spread from launcher to target. Good players use IDF capacity to minimize exposure when missilepoking and to increase overall accuracy.

For me, IDF capacity means:

1) Someone got a lock? I can begin lock-on from cover, which minimizes exposure. Less exposure is critical for actually living through shooting people with LRMs, for some reason.
2) I can peek out and look for that target and fire immediately with LOS, getting best spread.
3) If it looks like someone else is maintaining lock, I can duck back down- otherwise, I have to risk return fire and all the facetime keeping my lock entails. Not that I won't to get the hit, but it means more armor goes down the hole. My Orion IIC rarely ends a match with it's left side intact anyway, so the fewer hits, the longer the missiles rain.
4) Depending on how much attention I got, I can either continue to chase the target with IDF-only fire (inefficient, but better than doing nothing) or poke again (not from the same spot) or a combination of both.

Not that I don't get my own locks and prefer them, but without IDF as it is, a lot of what I can do as a missile boater gets worse. Trading IDF capacity for better direct-fire capacity makes the weapon less flexible, and it doesn't get the increased damage or higher velocity of ATMs to make up for it...nor would anything that enhances direct fire allow me to continue doing what I do.



Because generally, those "changes" are suggested by someone who barely uses LRMs in the first place, and the end result would be another direct-fire clone. This tends to irritate the people who actually attempt the gitguds with missile launching.


And as I pointed out previously in this thread, you create arguments that aren't made and then respond to your strawman.

#250 Brain Cancer

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Posted 11 August 2017 - 01:28 PM

View PostRuar, on 11 August 2017 - 01:04 PM, said:


And as I pointed out previously in this thread, you create arguments that aren't made and then respond to your strawman.



I quoted your entire post, this time. To me, someone who remains in cover 100% and parasite locks only is the equivalent of the guy who scrapes ERLL fire off your armor at 1000m. Both are technically boating and getting use from their weapons, but neither is actually using their weapons in the manner that gets results. A proper missile boat has to stick his nose out and get LOS (at reasonable ranges, which is well inside the envelope of most return fire), or he's not using his weapons effectively. Period.

To use your risk vs. reward bit, hiding minimizes risk AND reward for a missile boat personally, and it increases risk for the team as a whole disproportionately as the hider gives the enemy fewer targets to choose from and concentrate fire upon, while making the hider as ineffective as possible firing back. If you're just cowering in cover while pushing the fire button, you're doing it wrong even if the weapon you use is technically working. If you're cowering at insanely long ranges doing 0.1 damage with your direct fire guns, to me it's one and the same. If you can't share armor from there, and you can't deal effective damage, you're not doing your job.

Is that a strawman argument?

#251 oldradagast

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Posted 11 August 2017 - 01:36 PM

View PostVxheous Kerensky, on 11 August 2017 - 11:53 AM, said:

This is easy to prove/disprove. I'm guessing that if the good players here which are proponents of direct fire, got into a LRM 80 Supernova for 10 games, 100% of them will break 1K damage in at least one game. At the same time, if all the LRM proponents get into a Laser Vomit Supernova (2LPL 6 ERML, or 2LPL 6 MPL, or some derivative clan heavy laser vomit) 90% of them will fail to break 1K damage in 10 games.


I never said I was a "proponent of LRM's." LRM's are poor weapons, yes. Direct fire is better, yes. Why is direct fire better? Because it is EASIER to use well. The shots are much faster and go where you aim them, allowing quicker kills. You don't have AMS shooting down your lasers and Gauss rounds. Your auto-cannons can't be countered by ECM. There's no "danger - incoming PPC!" warning when you point a PPC at somebody. The list just keeps going - to use LRM's well requires more effort than direct fire weapons, and even then, the results are often disappointing.

Why, it's almost as if the people supporting direct fire know damn well that direct fire weapons are easier to use effectively... which is why those weapons are the best in the game. Which means LRM"s CANNOT be "the easiest weapons to use" when everyone basically agrees they suck if you want to do real damage and kill things quickly. Posted Image

Really, people - you can't clutter up this forum whining about useless LRM boats and AT THE SAME TIME claim that LRM's are the easiest weapons in the game to use. It can't be both ways.Posted Image

Edited by oldradagast, 11 August 2017 - 01:40 PM.


#252 Ruar

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Posted 11 August 2017 - 01:42 PM

View PostBrain Cancer, on 11 August 2017 - 01:28 PM, said:

I quoted your entire post, this time. To me, someone who remains in cover 100% and parasite locks only is the equivalent of the guy who scrapes ERLL fire off your armor at 1000m. Both are technically boating and getting use from their weapons, but neither is actually using their weapons in the manner that gets results. A proper missile boat has to stick his nose out and get LOS (at reasonable ranges, which is well inside the envelope of most return fire), or he's not using his weapons effectively. Period.

To use your risk vs. reward bit, hiding minimizes risk AND reward for a missile boat personally, and it increases risk for the team as a whole disproportionately as the hider gives the enemy fewer targets to choose from and concentrate fire upon, while making the hider as ineffective as possible firing back. If you're just cowering in cover while pushing the fire button, you're doing it wrong even if the weapon you use is technically working. If you're cowering at insanely long ranges doing 0.1 damage with your direct fire guns, to me it's one and the same. If you can't share armor from there, and you can't deal effective damage, you're not doing your job.

Is that a strawman argument?


Actually, yes it is, but at least it's closer to the mark.

The discussion is about skill comparative to LRMs. LRMs are easiest to get damage with. LRMs are also easiest to use for "effective" damage although effective has a different meaning compared to other weapons.

It doesn't matter how many items the LRM user has to do in order to increase their effectiveness because every other weapon requires more skill from the user in order to be used effectively. Most of the LRM fans tend to compare basic damage with direct fire weapons against advanced/effective damage from the LRM and say "see... LRMs take more skill" when the truth is if you look at the advanced/effective of the other weapons it requires more than LRMs.

That's it. That's the argument.

I further add that in order to make LRMs as effective as other weapons the homing mechanic has to be removed and LRMs be turned into primarily a direct fire weapon. At that point they can receive the needed buffs to make them effective because they would require skill to use. However, such a discussion is not the primary point of this thread.

#253 Shifty McSwift

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Posted 11 August 2017 - 01:48 PM

You know the first game I ever tried to be a 5 ERLL sniper just for the lols with a random makeshift build, I pulled out 850 damage pretty easily, and I think I got shanked by a light about halfway through the game too... Similarly to one of my only LRM games it just made me feel gross/sad to play like that, thinking that while I am slapping enemies from places they mostly can't return fire, my teammates are fighting and dying on the front lines lol.

I would do it in a heartbeat if it meant significant help to those on the front line, but it really never seems to... Like never ever.

#254 Vxheous

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Posted 11 August 2017 - 02:17 PM

View Postoldradagast, on 11 August 2017 - 01:36 PM, said:


I never said I was a "proponent of LRM's." LRM's are poor weapons, yes. Direct fire is better, yes. Why is direct fire better? Because it is EASIER to use well. The shots are much faster and go where you aim them, allowing quicker kills. You don't have AMS shooting down your lasers and Gauss rounds. Your auto-cannons can't be countered by ECM. There's no "danger - incoming PPC!" warning when you point a PPC at somebody. The list just keeps going - to use LRM's well requires more effort than direct fire weapons, and even then, the results are often disappointing.

Why, it's almost as if the people supporting direct fire know damn well that direct fire weapons are easier to use effectively... which is why those weapons are the best in the game. Which means LRM"s CANNOT be "the easiest weapons to use" when everyone basically agrees they suck if you want to do real damage and kill things quickly. Posted Image

Really, people - you can't clutter up this forum whining about useless LRM boats and AT THE SAME TIME claim that LRM's are the easiest weapons in the game to use. It can't be both ways.Posted Image


Show me how it's so easy. 1K or bust

#255 Yellonet

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Posted 11 August 2017 - 02:23 PM

This thread tells me that this subject is far from universally agreed upon.

Posted Image

#256 Brain Cancer

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Posted 11 August 2017 - 02:40 PM

View PostRuar, on 11 August 2017 - 01:42 PM, said:


Actually, yes it is, but at least it's closer to the mark.

The discussion is about skill comparative to LRMs. LRMs are easiest to get damage with. LRMs are also easiest to use for "effective" damage although effective has a different meaning compared to other weapons.


Define "effective", then. For LRMs, even. I'm really curious.

As for easiest, I'd have to put it for the ERLL. I had someone going for their 12-assist game, they popped in with the stereotypical ERLL ECM Raven and managed 12 assists with under 50 damage. No ECM prevented it from lockons, no AMS could stop the tickle lasers, and it was so fast he literally managed three assists in one ERLL burn at one point. Just wiggling a crosshair across the giant robots.

Obviously, not effective damage (although he could certainly do it in that thing, as I saw later), but very, very easy and effectively uncounterable.

#257 Willard Phule

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Posted 11 August 2017 - 02:49 PM

Man, what a crapstorm.

Are LRMs a viable weapon? Well, obviously, if you can play with your foot.

Are they a "high skill weapon?" Easiest answer to that is "they're the preferred weapon of new players, steering wheels and touch pads everywhere."

Want to fix it? Real simple. Give them the same trajectory you gave the ATMs. Hell, if you have the ability to code it, make Direct/Indirect fire modes and a toggle. Indirect gives you a higher arc. Problem solved.

#258 Mystere

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Posted 11 August 2017 - 03:37 PM

View PostYellonet, on 11 August 2017 - 02:23 PM, said:

This thread tells me that this subject is far from universally agreed upon.

Posted Image


This thread tells me I should fully expect the "experts" on this thread to stand on the winners' podium for the 2017 MechWarrior Online World Championship Tournament. <shrugs>

Edited by Mystere, 11 August 2017 - 03:39 PM.


#259 Brain Cancer

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Posted 11 August 2017 - 03:48 PM

View PostMystere, on 11 August 2017 - 03:37 PM, said:


This thread tells me I should fully expect the "experts" on this thread to stand on the winners' podium for the 2017 MechWarrior Online World Championship Tournament. <shrugs>



Nah, not a chance. Nobody's going to win the World Championships with weapons that have any significant amount of spread damage, even if they improved LRM stats.

I'd be happy with a second rate weapon. Potato crushers apparently are only allowed to be third rate.

#260 Mystere

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Posted 11 August 2017 - 03:54 PM

View PostBrain Cancer, on 11 August 2017 - 03:48 PM, said:

Nah, not a chance. Nobody's going to win the World Championships with weapons that have any significant amount of spread damage, even if they improved LRM stats.

I'd be happy with a second rate weapon. Potato crushers apparently are only allowed to be third rate.


I think you seriously missed what I meant. Posted Image





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