WrathOfDeadguy, on 07 August 2018 - 03:46 PM, said:
Indirect fire doesn't just ruin the quality of play on the team using it to excess- it also makes the game less fun on the receiving end. A player who comes under fire but can't react quickly to see and retaliate against their attacker will generally dive for the nearest piece of hard cover and stay there until the rain stops. This gives them a chance to re-assess while not taking damage, and plan a more effective trade. However, the easier it is to maintain indirect locks, the more time that player will spend cowering under a rock... instead of taking cover only long enough to break the lock then re-emerge to retaliate. Keep them under cover long enough, and they won't be thinking about exposing to trade anymore- they'll be focused entirely on avoiding further indirect fire.
Active gameplay is healthy gameplay. Passivity, especially when it's being enforced by the game mechanics, breeds frustration and causes players to lose interest in the game.
I am at a complete loss when it comes to grasping your point here.
What you have described in detail is how to effectively suppress enemy movement to support your team's ability to advance on an enemy in heavy cover.
In effect the LRMs push the ranged peekers into cover to allow more dynamic brawlers to close on the covered possitions.
Thus avoiding the very boring and very static "peek-shoot-hide-repeat" trades.
In addition to accurately describing a correct technique when utilizing LRMs (or any long range suppression weapon like a RAC ) You have also pointed out an obvious weakness the LRMs possess as well and also pointed out a case of WHAT NOT TO DO when you are under heavy fire from LRMs.
The weakness in LRMs is that in order to actually keep any single player pinned into cover that enemy LRM carrier MUST FOCUS ENTIRELY on that singular target. This obviously means that one enemy mech is suppressed for one friendly mech engaged in active suppression. If the LRM carrier is focused on one target what are the other 11 team mates of the suppressed mech doing about it?
And that brings me to why sitting pinned is exactally WHAT NOT TO DO. You see if you are sitting pinned down you are doing exactally what your enemy wants you to be doing. They know where you are and know you are not contributing freely to your team's efforts. The LRM carrier is exerting pressure and dictating terms...basicaly winning. Since LRMs are not weapons that can deal focused precise damage with anything akin to speed of damage application I need to ask WHY? why are players sitting in cover for so long when they can if fast enough make a dash for the next closest cover and MAYBE get a light tickle on the armor from the worst weapons in the game.
If there are a lot of these terrible missiles (the whole lot of diddly factor) this is when your team needs to grow a fricken brain and realize it's time to take the pressure off the pinned mech and force the LRM carrier to switch targets or displace for a safer location. By forcing target changes or displacement your team can advance on the LRMs and force a close quarters fight.
Remember LRMs do NOTHING quickly. You have time and your mech's have armor for a reason.
Ironicly the correct counter to LRMs is actively seizing the initiative and the passivity you are placing at the feet of LRMs is precisely how NOT to counter play LRMs. Your issue isn't LRMs it's player failure in the face of a challenge presented by LRMs.
This to me is like complaining about clan laser vomit by saying it ruins game play because when I walk slowly in a straight line towards the laser boat it kills me in like two hits.
I did something very stupid yet somehow it's the game mechanics fault.