Brain Cancer, on 12 March 2018 - 06:47 PM, said:
Ah, but the narrower the niche, the better a weapon should be to take advantage of said niche.
LRMs are not good, and in nearly all situations can be replaced by something else that does the job more efficiently. It's not even a case of "less useful" on some maps. You can drive LRM accuracy down to single digits on maps like Mining or Crimson simply by hanging out on the right part of the map.
A weapon where you're lucky to get one missile in ten on-target depending on the map square is a little too situational, don't you think?
Honestly, a lot of what does make LRMs so situational has reasonably easy fixes. Unlocked missiles should fire flat arcs, allowing them to be used in areas with roofs or fired more effectively into gaps between buildings like poor man's MRMs. Minimum range should never be zero-damage, but damage reduction. Direct fire get-your-own locks should be rewarded more than indirect fire mode, but IDF doesn't need to be nerfed further. And the weapon should be balanced against regular AMS use, rather than potato play with zero protection and minimal cover use or evasion of missiles.
There's more, but that's a good start. Things like eliminating blinding lurmspam by increasing cooldown and damage together to get rid of unfun BANGBANGBANGBANGALLISEEAREBOOM without reducing DPS. Tweaking velocity, normalizing spread, etc.
But I doubt it'll ever change as long as Paul is getting lurmed to death, just as we'll never see collisions because he got chain-rammed into MWO history.
LRM seem pretty damn good at taking advantage of that niche if you ask me.
Problem is you want to compare apples to oranges. IDF and DF weapons don't need to be comparable because IDF has huge advantages that you seem to be ignoring.
Situational weapons are just that, and just by bringing LRM, you force your opponents to play in a less than optimal way. There is absolutely no reason why LRM need to be buffed, imo.
It is flavor that helps bad players who can't aim feel like they are accomplishing something. It is a very good thing LRM are generally not as useful as other weapons systems in high level play because that would drive skilled players away from the game.
You want a situational EZmode weapon designed for bad players who can't aim to be as equally useful as another that is much more skill demanding, but this can never happen for the good of the game.
I guarantee you that I would not be playing this game if the effects of LRMs can't be diminished like they can in high level play because that low of a skill ceiling would be too unbearable for me.
This is a good post I noticed talking about other advantages of LRM here:
https://mwomercs.com...50#entry6042050
Edited by frumpylumps, 13 March 2018 - 05:01 AM.