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I Love The Folks Who Complain Streaks Don't Take Skill....


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#121 Dimento Graven

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Posted 08 November 2017 - 10:53 AM

View PostBrain Cancer, on 08 November 2017 - 09:47 AM, said:

Near zero, considering virtually all of your targets ignored you, wading out into open water or standing still. Most of them didn't even try to evade your fire. There was next to no skill required because your targets were one step short of shooting a turret, in most cases. Despite standing out in the open yourself most of the match, hardly anyone bothers even shooting at you enough to encourage you to seek cover.

You don't need skill to kill someone who literally runs circles in the middle of a river or decides to do their best imitation of Washington Crossing the Delaware at 50kph. This is the same reason you see noobtastic players whine about lurms- they clearly have no frickin idea. They do not use cover, even while INCOMING MISSILES. There is no ECM, and you can even see one of them whining about your team's ECM in chat. And it's on a nice, heavy cover map that has easy access to all the lurm-stopping you could ever use. I won't even go into AMS here.

Except for these guys. Because they were potato. And everything kills potato easily. Now show me how you do the same thing against a team that actually knew you existed.
And we all know in group queue, a coordinated team that drops with a few LRM tossers and good spotter/NARC'ers can cause considerable devastation and problems, even for experienced teams.

While the NARC'ers and spotters are utilizing significant skill to do their thing, again, the very nature of guided weapons, requires very little skill to use effectively.

My video proves how utterly painful they can be to random teams of potatos (that was a vid from the group queue), even when utilized by someone playing in a potato 'mech and intoxicated enough to be in 'potato mode' himself.

Guided weaponry is not broke, nor under powered:

It's pretty much RIGHT WHERE IT SHOULD BE.

#122 Xiphias

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Posted 08 November 2017 - 12:12 PM

View PostMECHWARRlOR, on 08 November 2017 - 06:31 AM, said:


thanks for reply.
but I am just little bit confuse and curious about this guide systems of streaks..
if it's not guided, why airborne missiles are receiving the constant telemetry updates...?
and how they ensuring to hit the target after launched?
sorry to bothering you, but I am really just.. curious about this..
anyway, i am bring this articles from battletech wiki...
Spoiler


I agree that the description leaves room or even implies that the missiles are homing. However, in terms of game rules for Battletech you still have to roll to hit with SSRMs the same as with SRMs. The difference is that with SSRMs if you get a miss it doesn't consume ammo. I don't believe they give any sort of to hit multiplier which is effectively what they do in this game.

View PostBrain Cancer, on 07 November 2017 - 09:02 PM, said:


The process of aiming and firing a guided missile is simple. Streaks, arguably are the simplest guided missile to operate in the game. Get your own lock, shoot. 99% of the time, you'll hit (with freak misses due to intervening terrain or players. Coincidentally, these are impossible to direct beyond which side the missiles hit on and are the least focused damage in the game.

I agree. This topic was about streaks so that was the focus of my discussion. Streaks are probably the lowest skilled weapon system in the game.

This is going to be long.
Spoiler

If I've missed any points or lost my train of thought at any point, my apologies. Feel free to bring it up and I'll try to address it. That was a long wall of text to go through and I was doing things in between writing my wall of text in reply.

In condensed form.

The more impact a player's actions have on a weapon's effectiveness the more skill that weapon has. External factors (such as ECM, enemies standing in the open) may make it more difficult (or easy) to be effective with a weapon, but because they are (mostly) outside of the player's control they don't have an effect on the skill required to use the weapon.

Only possible user actions affect the skill of a weapon system. There are fewer user actions required for lock on missiles cause them to require less skill (to varying extents).

Edit: Fixed font size

Edited by Xiphias, 08 November 2017 - 12:13 PM.


#123 Mystere

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Posted 08 November 2017 - 12:20 PM

View PostDimento Graven, on 08 November 2017 - 10:53 AM, said:

And we all know in group queue, a coordinated team that drops with a few LRM tossers and good spotter/NARC'ers can cause considerable devastation and problems, even for experienced teams.


I wouldn't know about that ...

View PostDimento Graven, on 08 November 2017 - 10:53 AM, said:

While the NARC'ers and spotters are utilizing significant skill to do their thing, again, the very nature of guided weapons, requires very little skill to use effectively.

My video proves how utterly painful they can be to random teams of potatos (that was a vid from the group queue), even when utilized by someone playing in a potato 'mech and intoxicated enough to be in 'potato mode' himself.

Guided weaponry is not broke, nor under powered:

It's pretty much RIGHT WHERE IT SHOULD BE.


... but based on regular comments about their "feast or famine" nature is a good indication that they need to be improved and/or changed.

Edited by Mystere, 08 November 2017 - 12:20 PM.


#124 Brain Cancer

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Posted 08 November 2017 - 12:22 PM

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Guided weaponry is not broke, nor under powered:

It's pretty much RIGHT WHERE IT SHOULD BE.


Only good for killing trash? I mean, those co-ordinated LRM teams sure did rip things up in competitive play- oh wait.

No. They get kicked squarely in the junk and guided missiles don't exist at the top. Because they're inaccurate, heavily counterable, and spread damage.

#125 Brain Cancer

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Posted 08 November 2017 - 12:56 PM

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What you are missing is that no amount of skill with LRMs can match the effectiveness of direct fire weapons; this is the skill ceiling of the weapon. You can put as much skill into it as you want, but you won’t increase performance. You can only be so good with a certain weapon, after that you are relying on your enemy lacking skill.


And the elephant in the room here is that no weapon should be left behind in the dust due to a skill ceiling, because if it is, the weapon is underpowered.

I do know that there's a ceiling, and it falls below the point where direct fire weapons can go. Way, WAY below. So low that you can't generally measure the usefulness of a piece of defensive gear specifically for killing missiles...because nobody needs to bother. I'm not even advocating that guided missiles get up to that level, but the gap is immense and seems to be torn wider with each patch. It needs to be narrowed.

#126 Mystere

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Posted 08 November 2017 - 01:02 PM

View PostXiphias, on 07 November 2017 - 05:22 PM, said:

You've made the argument that lock on weapons are bad. The fact that they are bad doesn't mean they require more skill to use though.


Are you saying that it does not take skill to kill with a bad weapon a good player before said player gets to kill you?

I'm still not entirely convinced.

And this one below makes me even less convinced:

View PostXiphias, on 07 November 2017 - 05:41 PM, said:

Light mechs are the least played class and are objectively the weakest. They are usually only taken over other classes in competitive MWO because they are required. Quirks or not, light mechs are still the weakest and very few of them have "super quirks".


And yet we call those who regularly uses a light to beat almost any good player in a heavier class "skilled".

Edited by Mystere, 08 November 2017 - 01:10 PM.


#127 Dimento Graven

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Posted 08 November 2017 - 01:21 PM

View PostMystere, on 08 November 2017 - 12:20 PM, said:

I wouldn't know about that ...

... but based on regular comments about their "feast or famine" nature is a good indication that they need to be improved and/or changed.
Yeah well, that's the problem with most of the people complaining about the weakness of LRMs, they apparently don't "know" the actual intent of the weapon, and those people that DO actually know what the primary use of them are, and use them that way, can be pretty frickin' mean.

LRMs aren't really intended as a "kill weapon", there's no real "burst" damage to them and they have a minimum range that entirely invalidates their use as "brawl" weapons.

LRMs are for softening targets and controlling the field of battle.

You want a team to keep their heads down while you have a few flankers incoming to cause confusion, LRMs!

You want a weapon that will allow you to soften up enemies as they approach, LRMs.

Beyond that, using them as a "primary weapon" to "get kills", is dumb. You only get kills with LRMs by the grace of RNGeesus, AND EVEN THEN, PGI has added the 'anti-crit' algorithm to keep computer guided weaponry from lowering TTK, ensuring that even a 'mech with an open ST/CT will still have some time to find cover before they die.

#128 Brain Cancer

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Posted 08 November 2017 - 01:25 PM

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You want a team to keep their heads down while you have a few flankers incoming to cause confusion, LRMs!

You want a weapon that will allow you to soften up enemies as they approach, LRMs.


All of these are done better by direct fire weaponry. Clearly, that can't be their purpose either.

Quote

Beyond that, using them as a "primary weapon" to "get kills", is dumb.


Clearly, those people mounting 30+ tons of them on their giant robot must be intending to use them as secondary weapons to gently wash and lather the opponent instead. And if they aren't effective enough at killing people, the weapon is in need of a buff. Or three.

#129 Dimento Graven

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Posted 08 November 2017 - 01:25 PM

View PostBrain Cancer, on 08 November 2017 - 12:22 PM, said:

Only good for killing trash? I mean, those co-ordinated LRM teams sure did rip things up in competitive play- oh wait.
Oh F that reasoning... "Oh they're not used in competitive, which comprises NOT EVEN ONE PERCENT of the gaming population, so it must be horrific, and therefore need to be buffed..."

Don't even go there.

Competitive play should have ZERO affect on how weapons are balanced.

The number of actual "competitive matches" vs: quick play and FW matches is probably on the order of something to 1 to 10,000.

It'd be stupid to balance from that perspective.

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No. They get kicked squarely in the junk and guided missiles don't exist at the top.
No, computer guided weapons should be NO WHERE NEAR THE TOP, you are ABSOLUTELY correct.

Quote

Because they're inaccurate, heavily counterable, and spread damage.
As COMPUTER GUIDED weaponry SHOULD be in a game that's supposed to be about a player's individual skill, and how well he can cooperate with up to 11 other team members, all playing what is SUPPOSED TO BE a "thinking man's shooter."

#130 Dimento Graven

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Posted 08 November 2017 - 01:34 PM

View PostBrain Cancer, on 08 November 2017 - 01:25 PM, said:

All of these are done better by direct fire weaponry. Clearly, that can't be their purpose either.
Situationally, that's true, though there are situations where LRMs can be better, typically based on map and what other 'mechs have been grouped with you.

Quote

Clearly, those people mounting 30+ tons of them on their giant robot must be intending to use them as secondary weapons to gently wash and lather the opponent instead. And if they aren't effective enough at killing people, the weapon is in need of a buff. Or three.
I don't give a flying F what the average potato has intended when he's equipped his 'mech, the fact is the weapons are designed around supporting other 'mechs and their attacks, primarily without having to be in direct line of sight of their intended targets.

Pretty much the ONLY reason people bring LRMs is so that they don't have do their own aiming, period. They can utilize the locks provided by other people, and all they're required to do is put the little circle in the big square, wait for the BIG circle, and pull a trigger, then let the computer figure out what damage they've done. With LRMs it's easy to rack up lots of damage with low risk, just stay behind your team and wait for 'em to start finding the enemy for you.

It's why EVERY frickin' EVENT PGI has ever thrown that requires a player to get up to a certain 'score' to qualify, the population of LRM toting 'mechs explodes to triple, even quadruple the normal amount what you'd see during normal, non-event, periods.

#131 Laser Kiwi

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Posted 08 November 2017 - 01:34 PM

Streaks and lrms require skills to use, they aren't easy weapons to use well IMO. I only dislike lrms cause they often involve not sharing armour, streaks guarantee your boy is in the fight. Also try tracking a maxed out cmd with streaks, 25 degree lock angle means it isn't that easy.

#132 Xiphias

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Posted 08 November 2017 - 02:02 PM

View PostMystere, on 08 November 2017 - 01:02 PM, said:

Are you saying that it does not take skill to kill with a bad weapon a good player before said player gets to kill you?

Whether a weapon is good or bad has nothing to do with how much skill is required to use it. The two are independent.

You are confusing two issues, how effectively the weapon can be used based on player action (skill), and how hard it is to kill another player with it (effectiveness).

Effectiveness is a combination of skill and weapon mechanics. A low skill player with streaks will be more effective at killing a light mech than the same low skill player with Gauss. A high skill player with streaks will be less effective against a light than that same high skill player with Gauss (1-2 shot kill). The skill required for each weapon hasn't changed, but the effectiveness has.

Regardless of how good you are if you are having an assault battle a "good" player boating streaks is not going to beat a "good" player with direct fire weapons. If the direct fire mech loses it's because they performed poorly. Skill can only gain so much performance (effectiveness) from a weapon system.

Quote

And yet we call those who regularly uses a light to beat almost any good player in a heavier class "skilled".

As a class, light mechs are overall weaker. If you put the best heavy pilot in the game up against the best light pilot in the game. The heavy pilot is almost certainly going to win (in theory the light could be so good they could headshot the heavy, but the same argument goes for the heavy vs the light).

The reason lights beating heavies is considered "high skill" is that the mechanics the light has to perform are difficult (e.g. holding a laser burn on a target while maneuvering and moving at high speed) and directly under the control of the pilot. Consistently doing something hard makes it harder, consistently doing something easy doesn't make it significantly harder.

To kill a heavy a light has to do some combination of the following two things:

Decrease incoming damage (aka evading)
Increase damage effectiveness (e.g. focusing a single component)

Decreasing the incoming damage takes piloting skill. Increasing damage effectiveness requires a combination of piloting skill and weapons skill.

If the light can kill the heavy they probably have both high piloting skill and high weapon skill. Beating the heavy demonstrates the skill, it isn't the skill.

View PostLaser Kiwi, on 08 November 2017 - 01:34 PM, said:

Streaks and lrms require skills to use, they aren't easy weapons to use well IMO. I only dislike lrms cause they often involve not sharing armour, streaks guarantee your boy is in the fight. Also try tracking a maxed out cmd with streaks, 25 degree lock angle means it isn't that easy.

Try holding a solid laser burn on that Commando the same time. It really isn't that hard to hold a streak lock unless you're in something really slow and it is still easier than hitting effectively with pretty much any other weapon.

#133 LT. HARDCASE

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Posted 08 November 2017 - 02:03 PM

View PostDee Eight, on 05 November 2017 - 09:48 AM, said:

when beaten/out damage outputted by them. Ignoring the fact you cannot fire them without a weapon lock... and that THAT requires holding your crosshairs on the target for about 2 seconds... and you have to keep holding the crosshairs on target to keep firing them.... there's the mental math that goes into using them. Are you in range ? Will the missiles have the range to chase down the target ? Will they have the speed to do that before they run out of range ? Will anything get in the way during their flight (like a friendly) ? What if the enemy turns...are they going to track into a building ? How's PGI's hit registration lately ? Will it result in better if chain or group fired as a result ?

Yeah... no skill required at all. And I don't boat streaks on anything.

You're describing things that don't take much skill, as if they do.

This "mental math" is the 1 + 1 of MWO.

#134 Brain Cancer

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Posted 08 November 2017 - 02:50 PM

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It's why EVERY frickin' EVENT PGI has ever thrown that requires a player to get up to a certain 'score' to qualify, the population of LRM toting 'mechs explodes to triple, even quadruple the normal amount what you'd see during normal, non-event, periods.


Nah. It's because due to the spread damage, it's easier to get that match score.

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Oh F that reasoning... "Oh they're not used in competitive, which comprises NOT EVEN ONE PERCENT of the gaming population, so it must be horrific, and therefore need to be buffed..."

Don't even go there.

Competitive play should have ZERO affect on how weapons are balanced.

The number of actual "competitive matches" vs: quick play and FW matches is probably on the order of something to 1 to 10,000.

It'd be stupid to balance from that perspective.


Ah, but those comp players are also the ones in QP who are the most competent. Solo and group queue.

They don't use guided missiles, and they take a steaming dump of coolant on players who do out in the 12v12 world where most matches are played.

For that matter, it's a laugh weapon in FP. So if it's no good in comp, it's no good in FP and it's nowhere near the effectiveness of good players with direct fire in QP....you tell me. Where is the magical realm that these are considered balanced and effective?

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I don't give a flying F what the average potato has intended when he's equipped his 'mech, the fact is the weapons are designed around supporting other 'mechs and their attacks, primarily without having to be in direct line of sight of their intended targets.


"Support" is another word for "salting your target with dinks so laservomit master race may core the peasants a bit faster", apparently. Also, you realize that indirect fire mode is the worst damage mode in the game, right? No (weakened) Artemis. No TAG.

"Support" or not, how pathetic do you want these guns to be? They're already strictly optional to good play at best. They're sliding rapidly towards "use only to kill bads when you're drunk and can't be bothered with anything."

#135 Dimento Graven

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Posted 08 November 2017 - 03:08 PM

View PostBrain Cancer, on 08 November 2017 - 02:50 PM, said:

Nah. It's because due to the spread damage, it's easier to get that match score.
LOL, exactly --> IT IS EASIER TO GET AN EVENT'S REQUIRED MATCH SCORE WITH LRMS.

Not as easy with ballistics, or lasers, or non-guided missiles. WHY? Face time required, and the risk is that you'll die before being able to achieve the minimal score required.

The skillset required to get minimal score with LRMs is much less than pretty much every other weapon in game.

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Ah, but those comp players are also the ones in QP who are the most competent. Solo and group queue.

They don't use guided missiles, and they take a steaming dump of coolant on players who do out in the 12v12 world where most matches are played.
LRMs aren't used in comp play because, as far as I know, most comp matches are designed around quick kill. LRMs don't do "quick kill", they're not intended for that purpose, so why would any serious comp team bring a weapon that doesn't fit how the match was design and the strategy that utilizes killing enemies ASAP?

Mostly they dump on those that lack even the most basic ability to use them as intended. I've dropped with/against them in quick play matches and as long as the LRM'er uses them well, the comp players LOL'ing around in quick play don't mind 'em.

It's that idiot that refuses to chuck his LRMs at TAG'd/NARC'd 'mechs, insisting instead to toss LRMs at the idiotic light 1200 meters away from the main group that get their dander up.

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For that matter, it's a laugh weapon in FP. So if it's no good in comp, it's no good in FP and it's nowhere near the effectiveness of good players with direct fire in QP....you tell me. Where is the magical realm that these are considered balanced and effective?
Well I'd argue that IS LRMs are laughable in FP. Been plenty of FP matches I've been in against clanners where they made some pretty damn destructive use of their LRMs, but mainly that's a result of the other pieces benefits Clans get, not because Clan LRMs are so much more effective than IS (though the tonnage/crit size differences DOES matter).

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"Support" is another word for "salting your target with dinks so laservomit master race may core the peasants a bit faster", apparently. Also, you realize that indirect fire mode is the worst damage mode in the game, right? No (weakened) Artemis. No TAG.
Support, yes, softening up an enemy is part of that, as well as ensuring they keep their heads down while Bitching Betty is yelling "Incoming Missiles", the enemy is lookin' for cover and not focusing on firing at your team.

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"Support" or not, how pathetic do you want these guns to be? They're already strictly optional to good play at best. They're sliding rapidly towards "use only to kill bads when you're drunk and can't be bothered with anything."
They're not pathetic when used correctly, to use them correctly doesn't require any significant amount of skill, just a bit of coordination with the rest of the team and the dexterity to keep a small circle inside a big box. If they were SO pathetic, you wouldn't even see them being used during events, the fact is though, they're used MORE during events because of the "ease of use" factor when ensuring you want to make that minimal match score.

Edited by Dimento Graven, 08 November 2017 - 03:10 PM.


#136 Mystere

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Posted 08 November 2017 - 03:13 PM

View PostXiphias, on 08 November 2017 - 02:02 PM, said:

If the light can kill the heavy they probably have both high piloting skill and high weapon skill. Beating the heavy demonstrates the skill, it isn't the skill.


You just confused me even more. Posted Image

Doesn't a player who consistently beats another good player via terrible weapons have either high piloting skill, high weapon skill, or even both?

#137 Brain Cancer

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Posted 08 November 2017 - 03:28 PM

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The skillset required to get minimal score with LRMs is much less than pretty much every other weapon in game.


And yet, all they're doing is switching to the most inefficient weapon solely to pad match scores. Yes, deliberately because that hillhiding lurmer is putting as much of an armor tickle on enemies as possible, which is rather counter to the usual idea of winning a match by killing the other guy.

It's part of why people complain- derplords deliberately making their already mediocre contributions even worse to a team.

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LRMs aren't used in comp play because, as far as I know, most comp matches are designed around quick kill. LRMs don't do "quick kill", they're not intended for that purpose, so why would any serious comp team bring a weapon that doesn't fit how the match was design and the strategy that utilizes killing enemies ASAP?


"Killing enemies ASAP" is pretty much everyone's strategy. Before they kill you. LRMs that could do "quick kill" were nerfed repeatedly lest another potato felt the wrath of the dreaded LRM 90 Catapult. Damage per missile was reduced. Twice. Spread was steadily increased. Velocity was reduced. Missile warnings were added. LRM users switched to ever higher tube counts trying to compensate.

Streaks got their first meaningful buff since the de-CT-seeking change of IS-SSRM2's. Woo. The first live change to ATMs was a spread nerf, because even a direct-fire guided missile is apparently OP. Unless you use AMS. Then it's confetti.

Compare that to the up and down cycles for lasers, PPCs, and ACs.

#138 Xiphias

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Posted 08 November 2017 - 05:56 PM

View PostMystere, on 08 November 2017 - 03:13 PM, said:


You just confused me even more. Posted Image

Doesn't a player who consistently beats another good player via terrible weapons have either high piloting skill, high weapon skill, or even both?

Show me this player.

#139 Pariah Devalis

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Posted 08 November 2017 - 05:56 PM

View PostMystere, on 08 November 2017 - 03:13 PM, said:


You just confused me even more. Posted Image

Doesn't a player who consistently beats another good player via terrible weapons have either high piloting skill, high weapon skill, or even both?



I'd argue that if a player in a bigger or better mech with better more accurate firepower potential consistently loses to someone using inferior weapons, than it points more to a lack of skill for the pilot with the better guns moreso than a demonstration of skill for the one with the inferior weapons. That is to say, it isn't the SSRM pilot's skill with the missiles that influences how quickly they kill the enemy mech, but it absolutely is the enemy pilot's inability to effectively deploy their own damage that allows them to be beaten.

One can argue that the SSRM player might have superior evasive skills, but, honestly, that only lasts for so long, and all pilots should have a range of defensive skills on hand, so that isn't actually a matter of weapon skills but overall piloting capabilities. If it takes three salvos of SSRM to equate to the effective damage placement of one salvo from the PPD armed mech, and the SSRM mech wins, than the mech with PPD is more than likely being piloted by someone with bad aim. It points more to a lack of skill more than a highly skilled Streaker.

Why do I say that? Because it doesn't matter how skilled you are. Streak SRM have a very low skill ceiling. You put a newbie and an experienced player against one another with identical mechs using nothing but SSRM, and the only major factor for determining a winner would be heat management. That, however, is a skill everyone needs to have, regardless of the weapon type being used, short of gauss, so is a virtual nonfactor, here, when determining the skill of using the weapon system itself.

Edited by Pariah Devalis, 08 November 2017 - 06:05 PM.


#140 Xiphias

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Posted 08 November 2017 - 06:10 PM

View PostBrain Cancer, on 08 November 2017 - 02:50 PM, said:

"Support" is another word for "salting your target with dinks so laservomit master race may core the peasants a bit faster", apparently. Also, you realize that indirect fire mode is the worst damage mode in the game, right? No (weakened) Artemis. No TAG.

The "support" in "support mech" actually refers to the fact that the team has to support this mech, not the the mech supports the team. A common misconception.

It started with the term "supported mech" during the days of the Star League, but was shortened by the clanners from "supported" to "support" to cut down on the number of syllables. When the clans invaded the term was reintroduced to the IS of whom many mistakenly thought that this was an important role to be filled in the battlefield. Experienced pilots soon further shortened the term to "sup" which over time became "sub" indicating the sub optimal performance of these mechs on the battlefield. After the transition from "sup" to "sub" the phrase "some random sub" became common. Over time pilots shortened this phrase to "scrub" which is the modern form.





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