Yosharian, on 02 July 2018 - 08:08 PM, said:
Almost everything you said is 100% wrong.
- LRMs do not win games consistently/reliably. If you want to carry, bring anything other than LRM.
- Higher matchscore doesn't mean jack **** when you're splattering the enemy mech all over. Precise damage to critical locations on your target is what brings mechs down.
- Assaults don't survive mistakes longer at all. If you make a mistake in an Assault you are much more likely to get torn apart due to slow speed/agility. Whereas a Light can quickly get out of trouble. An Assault is probably the worst mech to play 'aggressively' in because you cannot easily reposition from bad situations. They're also larger targets, easier to hit, flank, surround.
- When I am in my Locust I can play incredibly aggressively without too much risk because speed allows you to get out of dangerous situations like nothing else.
- Why would a jump jet medium mech, or a light, need to get their own locks? Neither of these mech types deploy LRMs effectively (I mean, no mech does, really, but these mechs are the worst to bring LRMs on by far).
- Mentioning 'DPS' in the same conversation as 'LRMs' is a joke.
- Where is your data to back such a claim? I believe I already posted long standing LRM builds of my own and their individual stats. Strangely, it did not support your claim...
- PSR is driven by match score. So is much of your earnings. Sadly, you get more impressive match results if you go for farming damage. Seen plenty of direct fire builds aim for undamaged component despite having an opening to quickly drop a target just to farm damage (and often times at the detriment of the team and resulting in a loss).
- LRMs on assaults is fine, as long as they present themselves as a possible target from time to time. It does make a difference. They don't need to stand out in the open to die, but sharing "armor" (presenting oneself as a possible target) does helps the whole team.
- Assaults are about positioning. A well timed assault pushing into the enemy with their team will draw fire away from the rest of their team, as well as they can deal good damage to the enemy. An assault out of position... is dead. That is why we have roles in this game. The nearly unused "scout" role should be to help provide data to the team, so the assaults know where to position themselves. A lot of people also abandon assault mechs because of their speed, but those teams who tend to stay close (no more than a grid away) tend to perform better. Assaults have issues, many of which are driven by players and not mechanics of the assault class itself.
- Speed provides repositioning. But what happens when you get hit in said Locust? Got caught standing still for that moment as you change direction (forward to reverse)? Different play styles based upon the class of mech.
- My LRM Huntsmen would like to disagree with you, as well as any other jumping LRM mechs I own. I actually find that jumping with LRMs tend to work very well, as I can pop up, shoot with my direct fire weapons (which I always have), gain a missile lock myself, and then lob the missiles as I drop back into cover. It's proven fairly effective so far. So, I highly disagree with you there. Jumping mechs, particularly mediums, work very well for LRMs. I might also want to point out the Hunchback 4J as well... All above mentioned mechs I've done well in, particularly the Huntsmen. Jump LRMing is very good.
- Technically, all weapons can be broken down to a DPS stat. Some weapons are actually DPS weapons (the play style), where as others fit into the burst/alpha weapon category (play style). LRMs are a wierd mix of DPS and a different weapon type called "control", which is where Flamers also sit in. LRMs can do good, depending upon how they are expected to be used.