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Direct fire takes more position skill than LRMs. Plus more skill to aim, plus more skill around situational awareness.
I wouldn't even say LRMs have a low skill cap. They have a lower point of diminishing returns: X level of skill with missiles gets you considerably less results than the same level of skill with direct fire weapons, because LRMs are quite simply built to be inferior weapons, beyond even the point of "they're guided missiles so they should be worse". And you get to the point where any increase in effectiveness becomes statistically meaningless far sooner.
And I'd beg to disagree on the whole situational awareness thing. I've got to keep track of the entire battlefield (friendlies and hostiles), constantly looking for my shot, if not my shot than a shot at someone else's target so I don't waste time or ammo, look through all available targets for optimal use of my limited and impossible to focus ammo, find a firing lane that allows me to successfully thread a slowpoke pack of missiles through terrain, AMS, ECM and do it all in time for my shot to accurately reach the target.
Oh, and worry about incoming fire and the inevitable attention from anyone who wants an easy close target because minimum ranges, damage reduction, etc.. Oh, and with ATMs I add in an entirely new set of velocity, fire angle, and a deadzone to manage on top of insuring I'm making shots at ranges that are worth the ammo.
And constantly have to recalculate your best or even available targets, because you've got to commit to any given target for huge chunks of time (in battle terms) to deliver. Highlight, lock, fire, travel time, hit and all the while, consider whether it's worth tossing more ammo the same way because your target breaks LOS or just finds a random rock to soak up your fire before it arrives, seconds later.
Meanwhile, you've often finished up a target-fire-hit-decide for direct fire weapons before you can count to three and even are back behind cover. By three, the missile boat is usually just getting their opening shots in the air.
This is a weapon that made people so salty that it was considered needed to take away 15 velocity from it, because 175 velocity made them "too effective". And then nerfed some more by beefing up AMS, just in case the lurms touched Bobby Tater in a no-no place.
Fifteen velocity. Not one hundred fifty. Fifteen (coincidentally, about how much it gets back from the skill tree for velocity buffs, which was a range clearly told to missile boats was too much and would make another lurmageddon).
LRMs are third-rate weapons "for bads", because the second anyone suggests making them even marginally better weapons, it's shouted down because that would make LRMs "too good". And of course, nobody should use LRMs because they're bad, but nobody should improve LRMs because they'd might even be good sometimes, and that'd be even worse.
How does that make sense? Why on earth would we want weapons to be deliberately underpowered in play to the point of being so exceptionally countered, nerfed, and otherwise downgraded as to be barely considered "OK" only in the most advantageous of conditions by comp-skill level people? How does this make the game less shallow or improve play?