The6thMessenger, on 09 October 2017 - 10:23 PM, said:
Depth of gameplay can also achieved other than removing indirect fire. Your proposal isn't the only option, and the disagreement of it doesn't mean that we just enjoy it being shallow or bad.
It can't be achieved any easier way. The problem with LRMs is that they are trying to fulfill 2 separate roles, artillery and direct fire. So long as they are trying to pull double duty, they will always be lackluster in one or OP in the other. If you want indirect fire, I propose trying to get PGI to add artillery pieces that already exist so that LRMs can be re purposed and be useful for something other than spud farming outside of Polar.
The6thMessenger, on 09 October 2017 - 10:23 PM, said:
You can also still use the LRMs not by Indirect fire or buddy lock right now at comp. And while i get that you want to lose the indirect fire for it to be open to buffs, the thing is that it could still work with indirect fire.
As I said above, no, it can't. It makes more sense to separate the functionality so you can dedicate one way or the other and they can be balanced without directly affect performance of each other.
The6thMessenger, on 09 October 2017 - 10:23 PM, said:
Maybe you're saying that, there's still a lot of other options that would work. Losing a few isn't the end of the world. Sure okay. But the thing is that, I, and a few others don't want to.
Correct, I want to remove a small option for the temporary to hopefully gain one in the very limited meta. Not that I want artillery weapons to be removed from the game, but again that dual purpose of LRMs has doomed them. I don't care whether they were able to in TT or not, let's leave artillery to actual artillery weapons that already exist in lore (hell you could even re-purpose mortars if PGI is resistant to adjusting crits of artillery).
The6thMessenger, on 09 October 2017 - 10:23 PM, said:
On the idea that many people just couldn't do it right, you want to prevent the people who could do so well.
Yes, because it is a strategy that has a low skill floor and low skill ceiling.
The6thMessenger, on 09 October 2017 - 10:23 PM, said:
But it's not like they couldn't coordinate team-work using indirect locks. It's not that we need certain mechanics, but it would be nice to have one -- and it's part of the BT game which people expect MWO to have.
Just because it is expected doesn't mean it is good.....this is a different game than TT and people need to get over themselves and accept that. IT WILL NEVER live up to this dream people have of how Mechwarrior should be especially given that this is a PvP game.
The6thMessenger, on 09 October 2017 - 10:23 PM, said:
And i never said that. BUT MWO is a team-game, and team-play would still be a significant factor in matches, should it actually happen.
Teamwork is important regardless of LRMs being capable of indirect fire, that is a non-sequitur.
The6thMessenger, on 09 October 2017 - 10:23 PM, said:
Only if you think Indirect fire support is a problem, which many of us don't really.
I don't think it is a problem, I think the current implementation of it is a problem. Again, low skill floor and low skill ceiling.
The6thMessenger, on 09 October 2017 - 10:23 PM, said:
That's still far from covers and AMS being magically inadequate just because potatoes aren't using them correctly, or not using them at all.
Do mechs automatically come with AMS? Nor should it be required for all new players, that's indicative of a balance problem when something is required.
The6thMessenger, on 09 October 2017 - 10:23 PM, said:
If the cover is the problem, how would making LRM users get their own locks make Covers less of a Problem?
So here is the issue. You know everyone complains about focus fire in this game? You know how LRM mechs tend to all target the first mech they get locks on? Notice the commonality here? That's the problem, in low end game it actually causes focus fire that most would otherwise not be capable of, especially since it can be done without exposure. Making all LRM users get their own locks makes that focus fire less of a thing since they can't be pre-targeting or anything like that. I almost guarantee you would see less focus on a target in the open. This is that exponential problem I was talking about earlier about lower tiers.
That's essentially what it boils down, help removing the focus fire "crutch" (I couldn't think of a better term for it) that indirect fire provides.
The6thMessenger, on 09 October 2017 - 10:23 PM, said:
Sure okay, increase of risk to the side of the LRM would make it open for more buffs. But guess what, the terribads will still be terribads, they would still be killed because they can't use cover correctly. We can only do so much to cover for their inadequacy. What's next, are you going to want to remove the LRM homing system too cause terribads are ******? Because homing missiles are a crutch to effective aiming?
This is a slippery slope sort of argument, it is fallacious because it doesn't understand the context of the problem with LRMs.
Escef, on 10 October 2017 - 09:22 AM, said:
As for a hard counter, perhaps I'm taking too much from another game. In my mind, a hard counter is:
Streaks are a hard counter to lights just like Remove Soul is a hard counter to creature cards.