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1, 2, 3, 4 I Declare An Lrm War


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#41 Deathlike

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Posted 09 September 2017 - 07:13 PM

View PostRuar, on 09 September 2017 - 07:08 PM, said:

I mitigate both the same way... I keep out of LoS or have some kind of terrain in between until I'm ready to fire. What's surprising is the number of people who can't be patient enough to let the other team come to you when you are in a brawling mech. There's no requirement to cross bad terrain in the first five minutes of the fight.


Trying to brawl in something like Polar Highlands requires a bit of work. There's technically two options.

1) You try to keep your head down as much as possible. Being overaggressive at the front is usually to your determent unless everyone is committing to brawling (or at least engaging the enemy) as quickly as possible.

2) You stay in the back, progressively moving from cover to cover with all the long range in front of you... and when it is time to engage, you will inevitably out DPS anything that is mid or long range due to the effect of brawling. Usually players at longer range tend to head back to cover due to unsustainable fire (to cool down due to heat) or facetime (too much exposure to the opfor). These are usually things that brawling mechs can sustain better than their non-brawling counterparts.

Of course, all of this requires a lick of discipline, which some people literally do not have.

Edited by Deathlike, 09 September 2017 - 07:16 PM.


#42 Davegt27

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Posted 09 September 2017 - 07:37 PM

Quote

Posted Today, 08:03 PM

Posted ImageTarogato, on 09 September 2017 - 07:40 PM, said:

Last time we did LRMs vs Meta, I was playing lights for the LRM team, and we were kinda sabotaged by how Envisage envisioned an LRM team. For one thing... he wanted ERPPC Cheetahs... also, he picked self-proclaimed "LRM experts", and the result was that the LRM team was at a skill deficit. The "Meta" team swapped over, took LRMs instead, and still won. So the results were inconclusive.


In order to test this properly,

1. two equal teams, reliable comp players only
2. "meta" team is not allowed to use LRM counters. They play it like it's any other match, not expecting LRMs.
3. teams swap sides (Team 1 vs Team 2)
4. players swap sides (Team LRM vs Team META)
5. at least two maps played (minimum 8 drops played, perhaps over a course of two evenings) - I would suggest one map is chosen by LRM team, and one is chosen by traditional map banning
6. spreadsheets required for organisational purposes - gotta know who's coming and who owns what mechs ahead of time, so that time isn't wasted on dropdeck planning during the match. I have many such spreadsheets, would makes things many times easier.


I get the logic, but there's LRM counters in most matches. The goal isn't to recreate LRMs in a comp environment. Comp is a bit of a different animal. The assertion that gets made is that in a sub-comp environment (but still with competent players) LRMs are as good as direct fire on some maps.

Some ECM and AMS gets used in such environments and I don't think it's unfair to say they should be represented to some degree.

Also asserted is that the comp players "don't use LRMs right" so I'm comfortable with letting the comp team build the best team they can and then we try to match that skill level with direct fire. Even at a comp level you've got a bit of a gap so I don't think that's a disqualified.

As part of the assertion is that LRMs work when used correctly by people who know how I don't see where making each team play the others mechs is relevant but I'm happy to see it happen if people have time.

As the assertion is that you have to use them right and LRMs are seen as failures because even good players use them wrong and that they're only viable on the right maps and the direct fire assertion is that direct fire is better on any map with equal team skill and players that are not bad, I'm good with the LRM team picking the map and building the team skill threshold.


the biggest flaw in the last LRM vs Meta test was people felt that the comp players had already made up there minds that LRMs
wont work and rightly or wrongly they some how skewed the results

so I recommend a series of matches to min/max the test

test 1) 12 or 8 man units (there pride would help motivate them so no skittles)
this would also be a no holds barred fight (no restrictions)
you know your going against LRMs so do what you think you need to do
the other side will do the same no restrictions the gloves come off

number of drops and switching of sides to be determined

test 2) try to simulate a typical FP/QP/Group drop of what you might run into in a match
limited ECM limited AMS

test 3) newb/skittle test this will mostly help new players so lets get some true believers and see how they do
limited to only a few tier 1 players per side (for guidance)

each test would be a number of drops

thoughts

#43 OmniFail

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Posted 09 September 2017 - 07:39 PM

The battlefield don't really work that way. A team of all LRM boats is bad. A team with two, or so, good LRM boats supporting it has access to a good source of damage that multiplies their potential. And why would you tell the enemy what you are bringing so they could counter it anyway?

This is a dumb idea in my opinion and will prove nothing.

#44 Ted Wayz

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Posted 09 September 2017 - 07:52 PM

Here we go again.

LRMs are support weapons. 12 on a team, even if it is clan, is just ridiculous. It is like the marines taking to the battlefield with all sniper rifles.

In previous threads it has been proven beyond a shadow of a doubt that missile systems take more skill than direct fire. So now 12 on a team proves what?

The OP has been trying to prove a point that doesn't need to be made.

Now if the OP would care to have one team with a lance of missiles versus a team without, now we could prove something. But I doubt they would sign up for that. Too real and too likely to disprove the point of their crusade.

Keep trying though.

#45 Davegt27

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Posted 09 September 2017 - 08:07 PM

Medal of honor winner the commander of the Sub USS Tang
Richard O'Kane said "base your tactics on the enemies capabilities not his intentions"

so if the enemy has the ability to run a full counter LRM deck then plan on that scenario

so what if you ran 3 lights with tag/narc, 3 full LRM boat, 2 LRM Mechs (just an example)
that is the no holds barred aspect

sure I was against MischiefSC idea at first but instead of crapping on someones idea I am saying
lets have a little fun for a change
I am all in (maybe not as a competitor but with support at least)

#46 Brain Cancer

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Posted 10 September 2017 - 12:00 AM

View PostMischiefSC, on 09 September 2017 - 12:56 PM, said:

On another topic the viability of LRMs vs direct fire came up again, as it often does.


I won't even bother, because a team of lurmboats alone is so predictable in performance that it's easily outdone.

I already know LRMs are a third rate weapon system and only useful as a small amount of most teams= one or two boats, max. I just make a point of being that small amount that's useful.

Now, you put together one team that has, say, no more than two LRM-heavy builds and pit it against a team that's identical in all but said 1-2 boats and you have a more interesting potential result. Too many lurms spoils the broth, but does a dash of guided missile spice make for a better team flavor?

#47 Jay Leon Hart

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Posted 10 September 2017 - 12:44 AM

View PostMischiefSC, on 09 September 2017 - 12:56 PM, said:

I want to set up a test. 2 teams, one using LRMs (in whatever capacity) the other only direct fire.

View PostMischiefSC, on 09 September 2017 - 02:20 PM, said:

There's no real limits on the LRM team aside from them needing to take at least 2 LRM mechs.

View PostMischiefSC, on 09 September 2017 - 04:13 PM, said:

So why don't you get a team together of the best experienced players who know how to use LRMs. 2, 3, 4 LRM boats, however you feel is best.

View PostMischiefSC, on 09 September 2017 - 05:19 PM, said:

The makeup of the LRM team is entirely up to the LRM team.

Just to show what has already been said

View PostTed Wayz, on 09 September 2017 - 07:52 PM, said:

Here we go again.

LRMs are support weapons. 12 on a team, even if it is clan, is just ridiculous. It is like the marines taking to the battlefield with all sniper rifles.

In previous threads it has been proven beyond a shadow of a doubt that missile systems take more skill than direct fire. So now 12 on a team proves what?

The OP has been trying to prove a point that doesn't need to be made.

Now if the OP would care to have one team with a lance of missiles versus a team without, now we could prove something. But I doubt they would sign up for that. Too real and too likely to disprove the point of their crusade.

Keep trying though.

Minimum 2 LRM 'mechs, not 12.

View PostBrain Cancer, on 10 September 2017 - 12:00 AM, said:

I won't even bother, because a team of lurmboats alone is so predictable in performance that it's easily outdone.

I already know LRMs are a third rate weapon system and only useful as a small amount of most teams= one or two boats, max. I just make a point of being that small amount that's useful.

Now, you put together one team that has, say, no more than two LRM-heavy builds and pit it against a team that's identical in all but said 1-2 boats and you have a more interesting potential result. Too many lurms spoils the broth, but does a dash of guided missile spice make for a better team flavor?

Yep, not a full team, just 2+.

#48 El Bandito

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Posted 10 September 2017 - 01:42 AM

Even in Polar Highlands, LRM team will not stand a chance. MS premade team faced MaZr premade team (they always boat LRMs) on Polar in CW, plenty of times, and we obliterated those LRM boating MaZr dudes with our ERLLs. ERLL/CERLL > LRM/CLRM on open maps.

Edited by El Bandito, 10 September 2017 - 01:43 AM.


#49 Valhallan

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Posted 10 September 2017 - 01:55 AM

yeah lrms would definitely lose, maybe if they had 50% more range (should absolutely match ERLL full range at least imo) and a tad more velocity (20-30%?) they might have something (my troll 1450 sensor range cyclops weeps that his lrms are only at 66% of his sight range). Another Issue is that RADERP completely locks out LRM's, and Target decay does nothing to stop it.

#50 Nema Nabojiv

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Posted 10 September 2017 - 02:12 AM

Come on, we all know lurm team is going to lose.

Besides, coordinated teams with all the support stuff like dedicated narc-ers on one side and ecm-ers covering their team would not accurately represent what happens in your usual QP match.

#51 Lykaon

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Posted 10 September 2017 - 02:12 AM

View PostMischiefSC, on 09 September 2017 - 12:56 PM, said:

On another topic the viability of LRMs vs direct fire came up again, as it often does.

So not wanting that argument in this thread. I want to set up a test. 2 teams, one using LRMs (in whatever capacity) the other only direct fire. The LRM team decides if it's 8v8 or 12v12 and picks the map. If at all possible the LRM team builds first and the direct fire team tries to build at an approximate player skill level. However both teams need to be comprised of "good" players - people who can perform at a high level in a team.

Then we have a best out of 3 or best of 5. Shooting for early October to ensure scheduling.

Matches need recorded and posted by 1 person on each team.

I'm game with reasonable limitations on how many countermeasures get brought - I'm thinking max 50% of direct fire team can have AMS, max 3 ECM but whatever seems reasonable.

The goal is to determine if LRMs can perform comparatively to direct fire in a match between two teams of skilled players, regardless of map.

Not trying to start an argument here just test the actual performance in a reasonable test environment.

Any volunteers for putting together the LRM team? Again, not wanting to start an argument. Just want to test the relative performance of LRMs (in whatever capacity, be that 2 or 12 LRM mechs on the team) vs a dedicated direct fire team on any map, whatever team would be seen as best for the use of LRMs.

So who's game?



what I have noticed is what LRMs are used for or rather what advantages LRMs leverage evolves with player skill.

At lower tiers LRMs use is mostly as a damage dealing weapon used to spam missiles at targets and bury them under heaps of ordnance. Hence the use of asault class lurmboats in tier 4 and 5.

In the lower tiers LRMs are punishing to players who make mistakes like stray to far from cover or try to charge a lurmer from to far out or for pilots who over commit to a perceived 1 v 1 but end up LRMed into the dirt while brawling.

At this skill level it's all about launching huge clouds of missiles at targets to exploit a mistake before the target can rectify the mistake. We see stuff like LRM Kingcrabs or Stalkers.

But,as skills improve fewer mistakes occur and the windows of opertunity to exploit the now rarer mistakes are smaller. More experienced players have learned how to avoid getting splattered by LRMs and now the LRM users need to create opertunities to land hits. Gone are the days of sitting an an assault mech behind cover all match lobbing piles of rockets at noobs.

Yet still many LRM users are using their LRMs strictly for dealing damage without fully grasping the unique nuances of what indirect fire brings to a match.

At this point LRM boats are generally slimmed down to heavy mechs or faster assault mechs. There is a higher demand on mobility since now a LRM boat needs to make opertunities and the windows to exploit mistakes are smaller. We see more Catapults and LRM Timberwolves and Night Gyrs at this level than Stalkers and Kingcrabs.

Now at higher tiers LRMs are probably the least efficient weapon system for strictly dealing damage. Most players have developed enough aptitude by now to have a solid grasp on anti LRM tactics so the targets are harder to nail down and hold locks on long enough to kill them. Even fewer mistakes are available to exploit so a LRM user needs even more mobility to be ready with mobile ranged support damage.

LRM boats are now more mixed loadouts or faster dedicated LRM chassis. At this point we start seeing mechs like Maddogs and Kintaros or other medium mechs used for LRM support along with assault mechs with some ATMs and LRMs with some decent direct fire suplimental weapons as well.

At the highest levels of LRM profeciency the player has come to realize it's no longer ONLY about damage dealt it's about map control,supression and disruption.

New techniques are developed such as cycle locking and firing at several targets to give the enemy pilots the impression that all of them are the LRM boat's primary when in fact the LRM boat is cycling through locks and launches as quickly as possible just to keep their heads down. There is no attempt to kill anything just keep them supressed.

Supporting fire or disruptive fire is used far more often.This would be when a LRM user applies damage to a target for the express purpose of messing with their concentration and aim to aid a team mate under fire.

And of course map control. This is similar to supression fire but aimed at keeping the enemy from gaining access to an important map feature or terrain.

The expert level LRM user is rotating through several developed tricks to exert a psychological impact on the enemy as well as softening targets and finishing off severely damaged mechs.

So essentially the idea of this competition is sort of flawed from it's inception because the assumption is that LRMs are just damage dealing weapons and not also psychological warfare tools. Tools that specificly become a weakness in a teams composition IF there are not also enough dedicated damage dealing mechs to exploit the psychological effects applied by clever LRM use.

Basicaly if you have more than a pair of LRM mechs at higher tiers and if your normal bread and butter line holder/fighting mech slots are also occupuied by dedicated LRMs there isn't enough firepower to exploit advantages LRMs may leverage.

So I advise against more than two dedicated LRM carriers and those two should not be assault mechs or even heavies.(with occational exception for exceptional pilots or particular chassis with decent quirking)

#52 General Solo

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Posted 10 September 2017 - 02:59 AM

If u got a good a great direct fire team wid some narc
can work with narc giving a global wall hack.
Makes me feel less useless wen running wid the <1% and running lerms.

Personally I don't lerm without narc because u cannot indirect fire interdependently without it.

Edited by OZHomerOZ, 10 September 2017 - 03:03 AM.


#53 Jay Leon Hart

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Posted 10 September 2017 - 03:50 AM

View PostLykaon, on 10 September 2017 - 02:12 AM, said:

*snip*

So I advise against more than two dedicated LRM carriers and those two should not be assault mechs or even heavies.(with occational exception for exceptional pilots or particular chassis with decent quirking)

So, exactly what has already been suggested. Looks like a few people agree that 2 LRM 'mechs is enough.

#54 MischiefSC

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Posted 10 September 2017 - 06:15 AM

Thank you Jay Leon Hart for re-posting what I'd already said in response to some people's concerns.

The LRM team decides what LRMs to bring, just a minimum of 2 mechs with some capacity of LRMs.

Again, not wanting to have this thread run away with pros and cons for LRMs. Just have a test without the concerns people had about the prior test.

What we need is someone to captain the LRM team, get the best LRM players they can together, hopefully with multiple LRM strats to test.

So who's going to stand up for LRMs?


#55 L0stA1m

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Posted 10 September 2017 - 06:56 AM

DivA EU 9STS lurmed vs Lords. Lords won close. Map Caustic.
DivA NA D5 lurmed vs SJR (?). D5 won. Map ?
Both opponents where catched by sureprise. No LRM counters.

Basicly LRMs are **** on most Maps. On the other Maps you only win with Lurms if the enemy dont expect them or is bad as ****.

#56 MischiefSC

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Posted 10 September 2017 - 07:42 AM

View PostL0stA1m, on 10 September 2017 - 06:56 AM, said:

DivA EU 9STS lurmed vs Lords. Lords won close. Map Caustic.
DivA NA D5 lurmed vs SJR (?). D5 won. Map ?
Both opponents where catched by sureprise. No LRM counters.

Basicly LRMs are **** on most Maps. On the other Maps you only win with Lurms if the enemy dont expect them or is bad as ****.


So do we make a list of how many times LRMs have been used in div A/B and lost?

Nobody is arguing that a surprise tactic that catches the other team off guard works. Be that fast brawl rush or LRMs or a banana in the tail pipe.

If LRMs are only useful if you get lucky and the other team screws up and can't win on anything lime an even field they're flat out inferior because direct fire wins in those instances too.

So if the assertion is that LRMs are comparable to direct fire they need tested I a a balanced environment.

#57 L0stA1m

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Posted 10 September 2017 - 08:03 AM

View PostMischiefSC, on 10 September 2017 - 07:42 AM, said:


So do we make a list of how many times LRMs have been used in div A/B and lost?


That were examples.

Quote

Nobody is arguing that a surprise tactic that catches the other team off guard works. Be that fast brawl rush or LRMs or a banana in the tail pipe.

If LRMs are only useful if you get lucky and the other team screws up and can't win on anything lime an even field they're flat out inferior because direct fire wins in those instances too.


Thats my point.

Quote

So if the assertion is that LRMs are comparable to direct fire they need tested I a a balanced environment.


We allready have the proof. They are ****.

Edited by L0stA1m, 10 September 2017 - 08:06 AM.


#58 MischiefSC

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Posted 10 September 2017 - 09:11 AM

View PostL0stA1m, on 10 September 2017 - 08:03 AM, said:


That were examples.



Thats my point.



We allready have the proof. They are ****.


I am the choir that sings that. Agree completely.

However there are consistently people who assert that when used correctly and on the right maps LRMs are comparative to direct fire. I'm always a fan of "prove it", so if I'm going to argue that LRMs are bad and only good for farming bads, I'm happy to test my assertion.

Now I'm trying to find so.eone willing to stand up for the assertion that LRMs are comparable and viable and I'm happy to work to make this test as fair as possible.

Yet all the people who normally flood any debate about LRMs to say LRMs are fine are absent as soon as we try to actually test that assertion. Maybe they're busy over the weekend so going to keep trying to find enough people willing to fill an LRM team and play it the way they say they need played to beat direct fire.

#59 Brain Cancer

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Posted 10 September 2017 - 09:25 AM

I mean, I'll sit there as "the missile guy" and walk away with 3-4 kills.

It's brutal, it's inelegant. I run in a 20FPS horror that makes people cringe at the screenshots.

But there's maps like River or Crimson that will basically shut down LRM use, which is why I mix with ATMs for more stopping power.

And there's cases where I get high AMS density on enemy teams, so I mix LRMs with my ATMs to flood my way through the flak.

If it's both at once, I've had games where so much of my firepower is negated (last time was a Kit Fox firing it's triple AMS through a tunnel wall) that despite accurate aim, I can end a game with double digit damage-below 200 damage.

The best weapons will always be simple to use, have lowest time between targeting and a successfully aimed and arrived shot, and deliver (or be able to minimize) as little spread damage as possible. This is why of the missile weapon types, SRMs by far are considered the top of the list, MRMs fail on spread, Streaks are slow to deliver and auto-max-spread, and LRMs/ATMs are lock time, slow AND spread shots.

And lasers are king.

#60 MischiefSC

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Posted 10 September 2017 - 09:34 AM

I get that for some people either physical issues (carpal tunnel/arthritis/etc) or system issues (terrible fps) make LRMs their best option. No argument there.

The assertion though is that all other things being equal some people say that on some maps, when used correctly (a term that seems to vary) they are as good or better than direct fire.

That's what I want to test.





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