Whether your build is bracket, meta or anti-meta, (which even many meta builds are technically bracket builds that follow an important idiom)... the important factor is that the firing mechanics of the weapon need to be compatible and the weapons need to overlap in range. While it ties with being compatible, there's added emphasis on "Keeping it simple." This I believe is also what pretty much everyone else has been pushing as well with "2 to 3 weapons" or as I prefer to say it, 2 to 3 compatible weapon types.
This, while entertaining enough to have received a compliment from b33f, is far too complex to be tenable. The ranges don't overlap well, there's too many buttons, it's basically built for the challenge and being different (note at the time laser vomit wasn't a meta).
Laser vomit works decent regardless of how far fetched the design is, but performs exceptionally well when all of it has a good identical range that it can all be used in despite having 2 to 3 different laser types.
SRMs and close range slow firing ballistics overlap well, deliver that big punch and do what you need to do while they reload. Especially best if the velocities are all about the same for an equal amount of leading.
LRMs / ATMs and long range ballistics do not mesh together because you can't hold a lock and lead the target at the same time, so something suffers. But LRMs / ATMs and Lasers both require you to aim/shoot directly at the target and as such mesh well together.
LRMs / ATMs and Streaks with or without lasers will blend very well together as a bracket build, you have a lock on system the whole way through. A singular combat mechanic to utilize is accompanied by a simple premise and overlapping firing ranges. At a certain range your LRMs or ATMs and streaks can combine to completely overwhelm an enemy. This by far isn't the pinnacle of design, but it gives an example of that cohesion. Unlike back then (since AMS was terrible at the time), today you would want to time your missiles to fire all at once if they have AMS. If they don't, feel free to pepper them however you please.
Of the combination, ATMs works better for obvious reasons (more damage at closer ranges). In either case when too close cut to the Streaks. In my own missile dedicated builds, this is when the LRMs cut and the SRMs combine with the Streaks as I know that sometimes you just need the ability to lob missiles (or lasers) directly where you need it to finish the job. Again for me I often use a single LRM-20 or LRM-15 depending on weight, geometry or other concerns, some Streaks, and twin SRM-6 preferably mounted in the arms so I can hook them in any way needed as I tend to use SRMs up close and personal.
This gets into compatible weapon categories. You have three basic categories.
- Aim At weapons, these are your hitscan MGs, your hitscan lasers, your lock on weaponry. You must aim at the target to be effective with these weapons.
- Leading weapons, these are all your ballistic weapons and
SRMsdirect fire missiles (SRMs, MRMs, whatever else we get in the future). You must lead the target in order to successfully hit, making them largely incompatible with Aim At weapons. This is why many builds focus either ballistic or lasers rather than mixing them. They generally do not mix well for firing at the same time. Sequentially, sure they work great. But you lose time adjusting for lead, then adjusting to aim at, then adjusting for lead...etc...
- Finally, the third category that exists only "because PGI".. Charging or Charge Up weapons. Basically every Gauss Rifle in the game. This generally will not work well with leading weapons as they fly too fast once fired. They don't work terribly well with aim at weapons at longer ranges as I will admit when paired with ER Large Lasers I'll be lasering in and have the Gauss fire... only to completely miss by pixels while still hitting with the lasers. We're not even gonna touch trying to use them alongside lock missiles (though this is probably the most compatible mix) or leading direct fire missiles...
Edited by Koniving, 24 February 2018 - 12:44 PM.