Khobai, on 22 February 2018 - 02:15 PM, said:
LRMs dont automatically seek players in the area theyre fired at though. Theyre not autonomous homing weapons nor are they fire and forget weapons.
They need a lock that has to be held the entire time theyre in flight. And to hold that lock you need a spotter with direct LoS.
Your whole problem is that you havent learned how to shoot at the mechs spotting for LRMs. Shoot the spotter and the LRMs cant stay locked. Its that simple.
The only other ways to get a lock are UAV and NARC, both of which are absurdly easy to counter. Shoot down the UAV or if youre NARCd just hide behind cover or stay in ECM.
LRMs are currently a joke. And theyll still be a joke, albeit a lesser joke, even if you buff them slightly. None of the buffs people have suggested are going to make LRMs anywhere near as good as direct fire weapons.
No one is suggesting LRMs come in at a steep angle that ignores terrain or that LRMs spiral-drill into your center torso like they used to during the LRMpocalypses of old. All thats been asked for is reasonable changes like increasing the velocity on LRMs so they can function better at long range like their name implies. Theyre called long range missiles, they need to be more effective past 500m.
Are you kidding? Are you seriously trying to skill-troll me? Genuinely trying to say that I 'don't get it because I don't know how to deal with LRMs'? I'm going to assume you were drunk or high or something and just ignore that.
You're also either unwilling or unable to understand exactly what the issue is. LRMs as locking IDF weapons are either inferior to direct fire, which is what we have now, or they are comparable - which instantly makes them absolutely superior and the game shifts to being about deploying or countering LRMs and everything else is in a tertiary role.
YueFei, on 22 February 2018 - 02:21 PM, said:
Grenades/Smokes/Flashes/Molotovs in CS are absolutely essential to victory. Players practice throws to be able to land critical smokes halfway across the map, cutting off key sight lines.
If two teams are equal in skill, and one brings grenades/smokes/etc, and the other team does not, the team which doesn't bring them is at a severe disadvantage. In a contest between any two equally skilled teams, the team that doesn't use grenades/smokes/etc is almost 100% sure going to lose the series.
What you're describing isn't LRMs though, it's consumables.
You absolutely do not and can not balance LRMs to that concept.
If you want LRMs to be viable they need balanced to the existing direct fire weapons. In the CS context they need balanced to pistols/rifles/smgs/etc. You'll notice the M72 got cut from CS btw, for this very reason. If you took, say, an M16 and gave it an attachment to fire grenades you'd need a significant negative side effect or you'd bone balance; it would become absolutely critical to success for the very reasons you've listed above.
Because IDF is a **** mechanic. You can have it so long as it's nerfed/limited in other ways. Otherwise it breaks balance.
Brain Cancer, on 22 February 2018 - 02:47 PM, said:
No what I want is LRMs to be a real decision and viable part of any loadout - especially a mixed one. If LRMs got faster at longer distances, locked, had a flat trajectory and better tracking than ATMs plus lower heat/faster cooldown I'd consider them a must-have on any mid-long range loadout. Mid-long can't really mix weapons usually - travel time. I can't have, say, LLs and AC5s because they're going to hit two different places. If I've got missile hardpoints though and I can put missiles on them that may arrive a bit slower than than the lasers or the AC5 rounds but will track and put out consistent damage? Oh hell yes. Especially if the heat is manageable - would be my ideal high-heat map loadout. Ballistics + LRMs.
That would give them a solid, useful space independent of SRMs, MRMs and ATMs with a bit of overlap - exactly like you have with AC2s, 5s, 10s and 20s. Or ERSML to Large lasers. Make sense? Of course all missiles will have some overlap - they're the same sort of weapon group.
They'd also need that minimum range fixed. Honestly? Way better option - give them wide spread at launch, narrowing down to a tight cluster at 180m. Make them accelerate based on range. Then there's no damage falloff. Let ATMs have a scaling damage from 1-120m; they get a huge damage boost but fewer missiles and weaker tracking, plus heavy and high heat.
This would also absolutely let you boat the **** out of LRMs if you want and viably so. Suddenly you've got LRM20A at the same slot/tonnage as an LB10X. Cut the heat and cooldown by, say, 30% or 40%. Still hotter, longer cooldown but better at range and more total damage potential.
As I've said, repeatedly - the issue is that if IDF is comparable to direct fire in performance it gives you the same benefits with the ability to almost completely eliminate the risks. There's no fix for that. No 'balance'. Either it provides significantly inferior results or it's totally superior and the go-to and the game becomes all about deploying or countering LRMs.
Which is why no other game has a weapon like that, it would be ****.