Vellron2005, on 11 September 2017 - 12:23 AM, said:
Sign me up for Team LRM!
Can possably bring another good LRM boater with me..
Out of the 12, we need 8 dedicated LRM boats, and 4 spotters.. Suggest best out of 3 matches wins?
P.S.
I was actually a part of such drops before, although the other team probably wasn't dedicated direct fire.. to be honest, I never saw what they brought, cose' they dropped 2 seconds after our spotter locked them.. it was 3 drops with the results of 12:0, 12:3, and 12:2 for the LRM team, played in QP..
This was before the skill tree and the LRM Supernova.. so it would be fun to do it again..
Although, times have changed since then, many new mechs and strategies now.. would be fun to see..
PM me for specifics.. I am EU zone, can play in the afternoons usually..
Thank you for stepping up, I really appreciate it. PM sent.
Davegt27, on 11 September 2017 - 11:48 AM, said:
this is like us pugs every time we see KCOM on the other side in FP
at the start I type "crap" (short for oh crap its another organized team that will kick the crap out of us) but in the back of my mind
I am thinking is there some tactic I can us to maybe make an impact on these guys
last time we skittles agreed that if we got 18 to 20 kills we would declare ourselves winners
we got like 10
LRMs seem to be a sad sad weapon dropped on unknowing pugs by PGI to trick them into a miserable gaming
experience
You want to get good kills vs KCom? Play super-aggressive. Hit the ground at a run, group up just before you get to the middle of the map and come crash into us. Teams that do that do well. Think of it like momentum - the team that's flat-footed gets rolled over or through. Teams that come heavy and push hard and go down in a blaze of glory (just like we do) do a lot, lot better. Do that, focus on doing the most possible damage before you go down and your team will probably smash two waves of us.
Athom83, on 12 September 2017 - 11:25 AM, said:
This test in not really valid for multiple reasons;
1) Maps.
They need to be randomized, or have a match or two on each, as if one side gets to pick a map then they will always chose one that they will have an advantage on.
2) Precondition.
Each team will know what their enemy is taking. The LRM side knows they are facing direct fire weaponry, so they will take T-Comps, BAP, and all skill nodes they wouldn't have otherwise taken as they have no fear of counterbattery fire. And the Direct fire side know they are facing LRM only teams, so they load up on builds and other that will directly combat LRMs without worry of spotter mechs, enemy brawlers and pushes, and other.
3) Limitations.
You impose artificial limitations to counter the preconditions of only a single side. This takes further away from a non-biased setting and stack it in the favor of one side. This also doesn't represent a "standard" match where there is a chance that most of your team may have ECM and/or AMS.
4) Composition.
Doing tests where one side is completely made of one type and the other is made of another is not the best way of representing anything because of the above reasons. A better way would be to randomize half of each type to be on each team (making each team composed halfy of each type). Then you compare the performance of everyone within the scope of their own team.
Please read the actual post. Nobody is saying one side needs to be all LRMs. You can't have premade teams with decks built around one of two specific strategies and have it play like it was random - not to mention we don't want to test random encounters.
Once again, the whole point of this test is the assertion that LRMs are as good as direct fire on some maps. That's the assertion. Because LRMs have a couple of hard counters that people however don't always use it's reasonable to set some limits based around the direct fire team having a balance of AMS/ECM that approximates what 'most teams' in group queue/FW would bring. The LRM team gets to pick the map because the assertion is not that LRMs are ALWAYS a match for direct fire - just on some maps. Ergo the LRM team gets to pick the maps they feel enables them to match the performance of direct fire.
One more time, because this seems to get missed a lot, nobody is saying the LRM team has to be all LRMs. Just a minimum of 2 mechs carrying LRMs. Every other fact of that teams makeup is left to the LRM team to decide.
Both teams absolutely will be aware of the other, approximately - that's inevitable to have a test. One of the criteria being tested is that, according to the tested assertion, 'most people' which includes 'most comp players' do not 'play LRMs right'. So the LRM team needs to be comprised of people who 'play LRMs right'. Can't be random teams.
It's been tested many times by many teams. The point this time is to do so in a way that can be shown and reviewed and does its best to solve for skill disparity and tries to give LRMs all the benefits of the doubt required to cover the 'on some maps' and 'if played right' criteria.