Lykaon, on 18 October 2017 - 12:51 AM, said:
So what is your argument?
Oh, didn't i just tell you? Are you incapable of reading? My argument is that the homing system of the LRMs makes up for the fact that low-skill people don't have the skill to make good use of direct fire weapons in comparison. And coupled with low positioning skill, that results to the lurmageddon tier.
Me calling you "stupid" has nothing to do with the merit of this idea, as i am responding to you at the portion of what you said that has nothing to do with the merit of this idea. It's just about you assuming that i hate lrms, plain and simple. Don't be a dummy.
Lykaon, on 18 October 2017 - 12:51 AM, said:
you specifically make a compareson of ACs and LRMs and the skills you feel are so massively out of whack that merit your proposal.
Considering that it fits the model of negative correlation with skill, it fits the lurmageddon tier, yes it merits me giving a proposal, as i intend to fix that.
Lykaon, on 18 October 2017 - 12:51 AM, said:
What is it then? is it the poor little nublets being driven away from the game by arguably the worst weapon system in the whole game? Because that is a load of unsubstantiated crap. So hardley worthy of basing an argument on.
Not necessarily, it is however a problem in the higher tiers that LRMs are considered bad weapons, and sees little use in the competitive scene.
As for it being able to turn away new players, pretty sure that's just common sense. Then again, that wasn't my argument, it's my concern. Maybe it's unfounded, maybe it is, but surely it's a contribution realizing as to why PGI could be so concerned in buffing LRMs to the point of relevance into high-skill environment, such as comp.
Lykaon, on 18 October 2017 - 12:51 AM, said:
That is an assumption you made if this is the basis of your argument it's faulty right off the bat.
Demonstrate. Also not exactly the basis.
Lykaon, on 18 October 2017 - 12:51 AM, said:
Your proposal amounts to one collective nerfing of LRM use to the point that it's so complex that it's just not worth trying to use LRMs.
Nothing more an increase of depth, cause surely it's not that good right now. Also, I'd use it.
Whether you think its too complicated for use is irrelevant, other people may disagree with you and find it fine. Such as Novakaine, ThatNumbGuy, and RoadBuster -- maybe even more.
Lykaon, on 18 October 2017 - 12:51 AM, said:
Seriously a one third increase in cooldown plus lock on times of 1.5 seconds that need to be reaquired after each shot?
While also increasing the damage and decreasing spread. And if you don't know, why LRMs aren't really that great at damage despite the numbers, is that they are spread. Reducing the spread AND increasing it's damage is in fact pretty much a massive buff.
Also gives the ability to direct fire and shoot missiles straight than arcing, that means it can be used in tight-spaces, say tunnels.
Lykaon, on 18 October 2017 - 12:51 AM, said:
If someone told you they had an idea to "fix" gauss rifles and it was...
Increase gauss cooldown to by one third and add 50% to the charge up timer.
they would be laughed at.
Gross oversimplification, those are just stats. What about the modification i made with the UI and the mechanism of homing? And then it's not like gauss has the same issues, it's not homing, why would it have the same treatment? Are you being funny or being stupid?
Lykaon, on 18 October 2017 - 12:51 AM, said:
Yet you think your one third increase in LRM cooldowns coupled with 1.5 second lock timers (that I only assume does not count ECM delays) seems reasonable and not even slightly debilitating?
Because of increased damage, reduced spread, and change of use. Also homing system, the fact that you also don't have to retain
missile lock, any one of you team can just retain
target lock. Which is a huge jump in reliability in terms of landing a volley.
Lykaon, on 18 October 2017 - 12:51 AM, said:
Oh a I forgot the underwhelming increase of velocity you proposed...useless! Still the slowest projectiles in the game.
Still homing, still a lot by comparison, still an improvement.
Lykaon, on 18 October 2017 - 12:51 AM, said:
And what about this convoluted arc prediction mechanic where someone planning to fire LRMs needs to guess where a target will end up after the shot is fired to hope to get some damage out? May as well ask to lead a target that is invisable.
To simulate target leading, and involving more skill with LRMs. This increases the skill floor and skill cieling, and opens up the weapon to more depth. Something you are too short-sighted to see.
Lykaon, on 18 October 2017 - 12:51 AM, said:
You know that even with your proposed velocity increase a target at around 500m distance from the LRM launcher has aprox. 3 seconds of movement (did you forget about the trajectory arc increases flight times? ) Three seconds to leave the target area and evade the volley. Without tracking the slowest projectiles in the game are so easily evaded that they become useless against anyone with a pulse.
Depends, you don't have to shoot in an arc if there's nothing between you and the target, reducing it to 2.08s. To put that into perspective, current LRMs is at 2.5s at 400m. As far as I'm concerned, LRMs as they are right now suffer the same problem of slow projectile, all i ever did is made it so that skill has more involvement in how one launches it.
Arcing shot can sometimes be a boon, or a liability, and that's by design.
Lykaon, on 18 October 2017 - 12:51 AM, said:
And about this trajectory proposal and the restoration of 1000m range. With the increased need to manually predict the height of a trajectory and the subsequent arcing fire it is entirely possible that you have reduced the effective range of LRMs not met a status quoe or buffed. Since specific numbers are not presented for how much arc is proposed and at what ranges I can assume this was just some untested theory crafting on your part?
Yes it's theory crafting. Also even if 1000m is the limit, arcing your fire makes your effective range actually shorter and travel time is a lot longer, that's how i chose to balance this system, that is to limit indirect fire. Of course PGI might do it differently, but that's how i intend to downgrade indirect fire.
Lykaon, on 18 October 2017 - 12:51 AM, said:
Why the convoluted locking mechanic? what does it do to actually improve LRMs? it doesn't it just makes them slower to fire and couple that with the one third cooldown increase you propose the DPS output would be pretty much pathetic.
Because the "bow-arrow" design allows one to aim someplace else while still retaining lock, as opposed of constantly maintaining them. Had i not done that, how do you propose a missile that goes straight, go up obstacles? The centerpiece of this design is precisely controlling how the missile flies, it's modeled after howitzers.
As for the damage output, it's just numbers, it can always be adjusted.
Lykaon, on 18 October 2017 - 12:51 AM, said:
Oh wait...a 50% increase to missile damge was proposed...let's take a quick guess at how the overall plan effects damage.
30% slower rate of fire reduces damage output by a a third the ridiculous lock on mechanics cause a significant delay in repeat fire let's go conservative here and say it's one 5th slower so 20% further reduction in rate of fire.
So that removes that 50% damage "buff" you so generously suggested.
So damage output from a 100% accurate launcher in a set time frame is unchanged. The delays in firing nullify the damage boost.
Yes, it somewhat nullifies the damage buff. So what? It's a rework, not an outright buff. It's a change in how LRM works, little about how it fits in the power curve.
Lykaon, on 18 October 2017 - 12:51 AM, said:
BUT...did you take into account the counterplay elements of exploiting minimum ranges? With the greatly reduced rate of fire and the requirements placed with the proposed lock mechanics further reducing repeat fire and the highly likely occurance of the proposed arcing fire predictive B.S. reducing overall effective range how difficult is it to nullify the LRMs by closing range?
What if i told you i expect lurmboats to have a backup weapon? Then again, with enough arc one can use the LRMs at a significantly shorter effective range -- although i expect that to be too much of an emergency to matter to anyone but to the desperate.
Lykaon, on 18 October 2017 - 12:51 AM, said:
Easy painfully easy I would imagine. I guess you didn't think this through,unless you did and you felt it was reasonable?
Are you sure that it's not just you not understanding my position fully well? Are you sure that it's not just you having tunnel vision because all of those numbers?
The essence of this idea is emphasizing more skill to how we launch LRMs. LRMs wouldn't be just that simple to use, so much so that it's lrmageddon down the tier, people have to think harder how they lurm, to achieve the perfect angle for indirect fire. This makes it less easy for low-skill to participate in indirect fire and be effective with it, this opens the LRMs to buffs for the high-skill tier.
Lykaon, on 18 October 2017 - 12:51 AM, said:
Well it isn't. It's crap a badly formulated plan that shows a lack of understanding of mechanics in actual gameplay.
As you just demonstrated, you are ill informed to have such an opinion, to qualify as some sort authority. Not only you failed to see the weapon in the grand scheme, you failed to understand why such additions despite others getting it, despite clear and concise statements about it. You think that something as the arc adjustment, i didn't see the increase of trajectory distance -- but i did, and it was by design, how the UI works is also by design. You say that the numbers i proposed is just nerfs, yet you ignore much of the changes of how the weapon works.
Don't make me laugh.
Lykaon, on 18 October 2017 - 12:51 AM, said:
And then there is the reduction in ammo per ton. Why? you have already dramaticly reduced any hopes of accuracy and vastly reduced refire rates. Did you think less ammo was needed because of the 1.5 damage per missile proposed? That damage was already "taken back" with the cooldown increase and new lock mechanics.
Oh i don't know, damage/ammo ton. Also to force LRM users to be more careful with their shots.
Lykaon, on 18 October 2017 - 12:51 AM, said:
So recap.
Nerf cooldown
Nerf ammo
Nerf effective range (that convoluted ballistic arc idea does this try some math and test it out)
Nerf accuracy
buff damage
Also:
buff spread
buff homing -- by removal of sustained missile lock, but only target lock
buff velocity
Not because you managed to list a lot more nerfs than buffs, it's mostly a nerfs. The quality of those buffs or nerfs also have to be considered. Maybe the buffed spread, velocity, homing, damage, and trajectory would be enough to nullify it?
Lykaon, on 18 October 2017 - 12:51 AM, said:
How is this a good idea again?
Because it's a complete rework of the LRMs, both how they function as a direct fire and indirect fire, as a support weapon. Such rework, that fixes the lurmageddon at the lower tier, can open the weapon up in more buffs that allows it better relevance at the higher tiers - maybe even comp people use it?
Besides, a lot more intricate LRM bending would be pretty useful, and pretty badass.
Don't get too worked up with the numbers, they can be easily changed. It's how the LRMs work that matters, don't be stupid.
Vellron2005, on 18 October 2017 - 01:35 AM, said:
@Lykaon
Dude, you should really stop arguing with The6thMessenger.. it's like arguing with a rock..
This isn't the first "bright" idea he's had, and even though I have to give him props for sticking by his guns, it's like arguing with a Jehova's whitness..
Oh please, while you think you're arguing with a rock -- because you seem to not have the proper discipline.
To me it's like arguing with children.
I mean "I hate lrms", really? As if not getting the idea isn't enough, criticizing the strawman of it is just sad.
Vellron2005, on 18 October 2017 - 01:35 AM, said:
You simply can't make him see someone else's point of view..
Wrong, i see your point of view. You just can't muster up actual good arguments to make me agree to it.
Not to mention your point of view isn't really that reasonable. Sure LRMs are workable, but ignoring why it has difficulties for the sake of it not being nerfed by the balance overlord out of spite? What about preventing another accurate metric of skill, on the irrational fear of being bullied (bullied as in shamed by people bragging about their scores without mentioning you specifically at all)?
Also, it's a discussion, you discuss, not preach and just expect people to accept your side with little question. If you don't want to discuss and keep to your own little echo chamber, if you can't take hearing or knowing an opposing idea, or someone disagreeing with you, don't bother with message boards.
Edited by The6thMessenger, 18 October 2017 - 02:04 AM.