MischiefSC, on 24 February 2018 - 09:10 PM, said:
Except it is a binary.
Better than/worse than.
It's not a matter of degrees specifically because they don't function on the same format. IDF is shooting people who can't shoot you back - this is inherently superior to shooting people who can shoot you back. This is currently offset by making LRMs so terrible that even with that advantage they're easy to nullify.
We're well below the point of "terrible" at this point when the equipment specifically put in to nullify it isn't used by anyone with a modicum of brain cells still functional. Good players don't need more than the usual cover to render LRMs mostly harmless. Even mediocre ones generally don't.
And newbie players are just stuck in Trials that don't have AMS, the gear literally designed to let you swat missiles without even knowing how to get out of the rain. LRMs are designed so badly, they're intended to only be challenging to players who cannot into INCOMING missiles. Seriously. It's not "worse than" direct fire, it's a dysfunctional weapon system.
Not to mention the number of times I've even been That Guy spotting. As the lurms rained down and the salt was sprinkled, I'm just sitting there. Adding in a few extra missiles with the ol'
Kit Fox. Nobody bothers turning around, nobody shooting me, racking up the spotting bonuses because what didn't kill them is LRMs, it was the situational awareness of a root vegetable for what happened to be behind them. On the other hand, plenty of cases where someone DOES notice, turns around, rousts me out and even snipes my UAV for good measure. And then there's no rain, because there's no stable lock for the boats to piggyback on and you get the usual lithobraking missile salvos that would make a lake-sized crater if the game actually had destroyable terrain.
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There is no 'equal to' with direct fire. It's like trying to balance TAG vs a medium laser. Yes, they're both 1 ton but they do something completely different. If you can effectively use IDF vs direct fire IDF will, on average, be superior because the ability to fire from little/no exposure beats shooting from exposure.
See above. Also, having missile boats under cover means TTK drops rapidly for the rest of your team, including spotters if your opponent actually has their Mark I eyeball sensors working. In fact, significant numbers of people playing the hiding game is a great way to disproportionately reduce your overall team lifespan by large amounts. You being hull down chucking missiles means you better be generating constant firepower, or the only thing you do is toss everyone else under the bus, followed by yourself.
You see those games all the time. Enemy collapses surprisingly fast, find a few lurmboats still behind hill, massacre ensues because being down two sets of armor is a significant disadvantage.
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Hence poptarting, hill humping et al.
And this is what IDF would be good for, if it was even so-so. Every time I see that happening, my head's already plotting a ballistic arc to drop the shells in...but MWO doesn't have that option. The closest thing are LRMs, and they're bad to the point of ending up unable to reach the target before it returns to cover at this point.
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Beyond which you have locking weapon vs accuracy based weapon.
You also have zero damage (or partial and signficant spread damage) vs. hitscan or PPFLD. MWO is massively favoring the two latter ones.
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You mean like PPC+Gauss, replaced by laser + gauss?
Mixed loadout is *great* with synergy.
LRMs don't synergize anything, other than themselves and ATMs. Oddly enough, I think that's a good thing.
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If I can stack 2xAC5s with 2xLRM15s and get 40 pts on a target consistently at 500-800m with a heat sustainability better than laservomit and DPS in the 16+ range, suddenly you've got some serious **** even with spread damage. Aside from boated AC2s, which is insanely heavy and spreads way too much, there is no currently viable DPS range build to compete with laser/gauss poke builds in that environment.
You make LRMs more of a long range missile DPS weapon with reasonable heat. You'd need LRM15s at a DPS of 5 or so, as an example - plus, again, faster at longer range so while it's slower in the close range envelope of SRMs and MRMs it can project damage out to 1k as effectively as MRMs can do at 450m.
I can absolutely design LRMs as a great mid-long range missile weapon that doesn't replace other missiles. Boating is only a thing for the very reason that direct fire but locking LRMs would be good in mixed builds - synergy.
And here's why. You've turned LRMs into an even more infuriating spam weapon than even the most LRMfiveriffic chainshooter would. LRMs in Battletech aren't fast spam weapons. They're the slowest firing missile type in the game. The simplest form of artillery. MWO's versions fire too fast, deal too little damage, are hideously inaccurate, and scatter missiles like a salt shaker of annoyance, and punish larger launchers with uneven reload times for good measure (unless you're using MRMs or ATMs, which for some intelligent reason ignore this almost completely).
I don't want another weapon spammed with everything else. I'd like a functional artillery-style missile system. MWO's basic concept has some real flaws in that regard.
LRMs should be slower, but normalize reload times. Six seconds for IS launchers- all of them. Yes, that means they're slower cycling than everything else. Clantech launchers go to 6.3 seconds. This means significantly more time between salvos, giving people more of a chance to avoid getting hit twice.
LRMs should hit harder. Restore the old 1.2 damage/missile. They're losing about 20% of their rate of fire anyway. Clantech can go to 1.1 if need be.
Normalize spread to LRM 10 levels across the board. Again, going bigger shouldn't be a disadvantage, and auto-missing missiles are illusionary "better".
Increase velocity. Tweak AMS to compensate: This also means AMS will become better versus SRM/MRMs, and that's not a bad thing. More than 300 is probably too much, but even that makes LRMs modestly accurate to 900m.
Eliminate the IS deadzone and replace it with a CLRM-style damage reduction, reducing LRM damage to 30-40% of full damage at point-blank range. Clantech LRMs get a similar tweak to their damage reduction system.
Unlocked missiles fire flat lines.
(And take a look at ATM performance when all's said and done.)
Edited by Brain Cancer, 25 February 2018 - 09:31 AM.