Fleeb the Mad, on 18 February 2018 - 01:40 PM, said:
I'm afraid the point still stands. The reason why LRMs have spread and poor damage is because they presently lack a means for a more skilled player to get more out of them. It's also the reason they just can't be made better without a serious change in mechanics for maintaining LOS. Making them stronger in ways that buff their indirect fire is anathema to good gameplay.
My response to that is that indirect fire is currently "balanced" while ignoring AMS completely. And that means that currently, IDF (and LRMs in general) are actually worse than they should be, as a weapon should be balanced between it's benefits and it's countermeasures. How can we actually see how effective indirect fire is when the almost universal piece of gear designed to thwart it simply isn't used? Heck, we can't even see what point direct fire should be at, simply because the current reality of MWO is that adding that 1.5 tons of gear on your chassis is logically a waste, as "reduces LRM effectiveness" is already managed by everything else, and better by tonnage-free options like the nearest building.
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And yet, we laugh at lurmboats as the local light pilot gets their ez-kills...or else it's a missile boat that's with the team and hence not out of reach anyway. This isn't WoT where arty can hide without a hint of their position, screened completely by the rest of the team as they cower on a map edge burping stunning shellfire onto whatever. We even give people a huge, blaring INCOMING MISSILES in case the massive trail of fire isn't a dead giveaway.
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Funny about that. I can easily tell dozens of cases where a target could pop in and out of cover with impunity to my LRMs, popping off lasers and ACs all day while either breaking lock before I launched, or being gone before my oh-so-slow missiles got there. Meanwhile, I could hit them with the slowest of ballistics, never mind the usual laser secondaries.
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That's because AMS isn't used broadly, despite the fact that PGI adds AMS hardpoints to virtually every chassis. In fact, even if it has AMS stock, they'll add another one. One AMS reduces damage. A "boat" will disable the largest LRM launcher around. A team of AMS will neuter the weapon system entirely without trying. And I'm OK with that, if it means LRMs get to be good. Mindless firing will be rewarded with missile confetti.
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OK, let's mount those on the LRM boat.
Grats, you're now paying more tonnage and hardpoints to have your effective weapon. That's on top of the usual Artemis tax. A good missile boat is -already- getting their own locks, which means exposure and for longer periods than other weapons regardless. TAG requires total facetime focus. NARC, ironically enough is also vulnerable to AMS and sucks up a missile hardpoint and a considerable amount of tonnage.
I mean, imagine if you had to have a TC3 on your PPC build to have it working properly or something? Does that sound reasonable? Let's lobby Paul for that.
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Generally, it already does because no LOS = no Artemis bonus. The penalty for indirect fire is multiples- team locks are always less reliable than your own, spread is wider without Artemis so damage becomes even more ineffective than it is now.
The saddest thing about the Artemis nerf (and corresponding ATM spread nerf) is that I really, really don't know if it was some sad attempt to make SRMs worse, or that they just didn't care if it kicked proper LRM play in the jimmy.