Vellron2005, on 13 October 2017 - 12:25 AM, said:
You DO know that LRMs have like 10+ hard counters? Anyone can mount an AMS, or ECM or simply stay in a buddy's ECM, or hide behind a rock.. that's not a very high-skill thing..
Yes i do. "Behind a rock" isn't not the focus, it's positioning skills, it's literally how you survive through the use of "behind the rock" -- low skill camps or over extend, high skill does this just right. AMS and ECM, well not everybody has those but there's still people not having much problem with LRMs, after all positioning skills are actually enough to compensate.
Sure those aren't exactly high skill, but guess what we still have negative correlation with skill, and the effectiveness of LRMs. As demonstrated by low-tier lurmageddon, that wouldn't let PGI buff it into relevance in the higher tiers.
Wrong, I wasn't saying that it's working only because targets are bad, however it is a big factor. I never said that it doesn't work on higher tiers, sure you can make it work. However it still doesn't address the problem of it working too well against low-skill players, so much so that even low-skill players can make it work, thus we see the LRMageddon tier.
That's the concern. If we just don't have the LRMageddon tier, despite of it not exactly working well, I'm actually okay of how the LRMs work currently. However it doesn't, we still see such a ridiculous problem, being touchy about it just because you were personally attacked, just because you hinge your identity with LRMs, it's not helping.
Vellron2005, on 13 October 2017 - 12:25 AM, said:
I would say that it's easy for noobs to avoid LRMs if people don't have high skill to use them.
But it's not like we should balance by potato, that's why our baseline is where the weapon is being utilized properly.
Vellron2005, on 13 October 2017 - 12:25 AM, said:
LRMs are only good if the user is good.
Not necessarily, could work with bad targets as well. And unlike direct-fire weapons, the LRMs are homing, they just need to hover their reticle over at the target and then fire, but with direct fire weapons you need to be precise, put an adequate lead if it's moving. But as we know, low-skilled players do have a problem with aiming -- and it's that homing feature that compensates with it.
Vellron2005, on 13 October 2017 - 12:25 AM, said:
LURMageddon in low tiers happens because people who don't know how to do other things see the "lock on" feature of LRMs and think its a "fire and forget" weapon.. then get disillusioned and move on to other weapons, or learn how to use LRMs. (and go to higher tiers as a consequence).
And yet there's a glaring effectiveness against bad targets, thus LRMageddon, that prevents it from being buffed to relevance into higher tier. Whether you think they eventually move on to better weapons is irrelevant, it's still a scourge for the inexperienced and the fact that the LRMageddon tier exists is the testament to it.
Vellron2005, on 13 October 2017 - 12:25 AM, said:
WOW, you really have a gift of taking things out of context.
It's not "because I said so" its "because my scores speak louder than words". But you conveniently forgot to quote that part.
Since when did scores of 1 person speak for the entire population? *rhetorical question, it doesn't. It's personal testimony, it's anecdotal evidence with no sources cited, -- anecdotal evidence of which you can tailor how you like it as it fits your narrative, basically "because i say so".
I might as well say locust is OP because i got 12000 damage in a 12-v-12 in my first game.
So yeah, "Because i say so" is basically the bottom line.
Vellron2005, on 13 October 2017 - 12:25 AM, said:
So you're basing your whole premise that LRMs are only good if the target is bad? Sorry, that's simply not true.
On the basis that "you say so". Since we're using anecdotal evidences, here's mine; i barely get nabbed by LRMs anymore ever since i straightened by gameplay and became better.
But before you say anything, address the LRMageddon tier, that's where you should start.
Vellron2005, on 13 October 2017 - 12:25 AM, said:
I play in the higher tiers, and I see plenty of LRMs there.. They are quite relevant.
I see plenty of lrms there too -- I'm tier 1 -- yet we have different opinions. Seeing plenty of lrms does not follow it actually being good, or it having problems.
Vellron2005, on 13 October 2017 - 12:25 AM, said:
What you are possibly thinking is Comp play, where I don't personally play, but have heard that LRMs are not used much. I suspect that's because of the stigma of LRMs, and because the mode is oriented towards winning by killing enemies as fast as possible, instead of farming damage, so LRMs are less valuable because of their spread.
Yes, you suspect, as someone who doesn't play, someone who just doesn't listen to people who play like QK. I don't have love for the guy, but really i get where he's coming from.
I would say that they are also less valuable due to all the work you have to put to actually land them, and it would be a hard challenge to actually catch a competent comp-player out of position. And then there's the slow projectile speed, and the fact that you have to stare into targets for it to land.
Add in the idea of farming damage -- that's not exactly that good. So what if you dealt lots of damage? So does your enemy that survived for a long time to deal his own damage. Kill him quickly, he's not gonna do much damage against your team or yourself. A 12v12 or 8v8 just quickly became 12v11 or 8v7. That's why it's kind of important.
Vellron2005, on 13 October 2017 - 12:25 AM, said:
The fact that the tiers themselves are not very relevant and there is not much difference from the lower and the higher tiers in the level of play is a matter for another topic..
Yes, tier matter, somewhat. People start at the lower tiers, have it too hard or too punishing, and you could turn away players. And lets face it, MWO doesn't exactly have that much player-base to compete with other games -- or so we're told. And if MWO couldn't get new players, PGI can't make money.
As to whether lower tiers and higher tiers are the same, not necessarily. Tier system just prioritizes high-tier players first and then they come to the lower tiers if a match couldn't be filled. That being said, why it would be somewhat similar is explained better by the mixing of tiers. Now get a match with only Tier 1s -- that's not currently running trollishly for the lulz, or people in Comp which are select teams with good team cohesiveness, the gameplay would be far different.
Edited by The6thMessenger, 16 October 2017 - 01:08 AM.