Metus regem, on 14 February 2018 - 08:34 AM, said:
Sjorpha,
As I've said on many occasions, I love LRM boats on my team, they soften targets for me to kill, I also love LRM boats on the Red team, as they are easy kills. I really don't get the hate that people have for them, they have their uses, and when properly supported they are okay at T3/4/5 games... I'd just like to see them viable at higher ranked games....
The hatred against lurms come from those that CANT adapt. And or that pin point should be the ONLY way to do damage, even if its not neccesary the most skill based. Teh lurms have at least 4 counters. Cover, min range, ECM, brawling mechs.
Cant say other weapons have so many counters. Some ballistic have jam chance and direct line of sight blocked as counters, kinda.
Energy weapons have heat and line of sight blocked as counters, to some degree certain energy weapons like ppc and high heat lasers have foes closing in on them a good counter, since firing high heat weapons often in CQC is baaad.
The hate also might come from those that lovve to stroke their epeen way to much. For all they care there should be only 1 weapon, 1 type of mech ( the Metatinator), 1 map and 1 game mode. Thats their FUNWORLD!
Yaaaay! Your fun is wrong, begone could be their slogan.
But by sane people which loves varity ( include bracket and generalist builds too) its the epitome of borefest.
Also convergence should get shaken up, so pin-point is an exception to the rule unless that weapon gets help, by say targeting computers, line of sight or that the weapon is breed to be pin-point.
I think there was this Live public test a time ago for, what was it, laser lcok on? Yeah some scared skittles got shitscared of having lasers take such a new turn, they made sure PGI got scared, discouraged to so they dropped it. Cant have anything counter pin point you know, besides cluttered line of sight.
In general I think LURMS need a bit longer lock on, alot faster velocity, maybe more damage. The number in the designation LRM 10 means 10 missiles right, not just 10 dmg?? Got a brain- lock so I cant check right now.
Maybe make LRM 20 be about unleashing 20 missiles but do total 40 dmg, aka 2 dmg per missile, or maybe increase the spread a little more and make it 3 dmg per missile.
Oh yeah, just to put it out. the ATM missiles needs more missile health. The min range should stay I think. It might override the usefulness of SRMs and even streak srms.
Edited by Tordin, 17 February 2018 - 10:01 AM.