Chris Lowrey, on 29 August 2018 - 05:14 PM, said:
*Edit*
Feel free to continue the discussion, but I'm heading out for the day. If there is anything further I can comment on I'll be sure to get to it tomorrow morning.
Pardon my initial bluntness, but is there any chance you can comment on why the Lock Angle was shotgunned all the way down into hell?
To give you a rough idea --- I know of people with Physical and/or Other Medical Issues, and they were dependent upon having a wide-enough Lock Angle due to not being able to move their hands smoothly. Like, they're stuck making coarse movements with their hands for the rest of their natural lives, so their only option is to use LRMs to even be able to play MWO at all. Hell, this narrowed Lock Angle is making it rather unusually hard for me to establish a Lock-On, so I know it's making it effectively impossible for them, and I've even heard return comments to that effect from those people.
On top of this, those that want LRM Support in order to get their Brawler builds in close are now therefore ending up not getting anywhere near the level of Support that they find useful. Instead, Sniper-types and the like are able to suppress Brawlers and keep them trapped in cover, if not just outrightly wipe them away. If we (
meaning you -- the PGI Devs, and us -- the Community -- as well) want teams to work together, forcing LRM users (
and unfortunately in this case, ATM users) to try to stay hidden all the time does NOT help. Further, this has even more weight due to the Front-Line Pilots who want the Whole Team to share Armor and stick together to push into the Enemy Force all as one group. If those LRM/ATM users are going to properly stick with the Group, and receive cover from their team in return, then such slow Lock-Ons and more particularly the nonexistent Initial Locking Angle are literally counterproductive and stop the intent of Teamwork dead cold. Worse, it unnecessarily splits the group as the LRM/ATM users find themselves forced to hang back further than their Team wants and/or needs them to.
Adding to this is when LRM/ATM users get into close range, having such a small angle to maintain their Lock within prevents them from twisting to survive in combat. Being as Missiles do NOT posess a "fire and forget" design, unlike at least one of the earlier MechWarrior games seemed to have, it seems like either the baseline Lock-On time needs to be sped up hard or the Lock Maintaining Angle needs to be widened severely. Basically, either we need easier and speedier Lock-Ons, or we need to have Long-Term Lock-On Maintaining, being as it obviously doesn't have to be both, but just one or the other. Otherwise, we just end up with another anti-Teamwork situation where it causes LRM/ATM users to hang back unnecessarily. Of course, if we keep the LRM/ATM users up close to the Brawlers for long enough, they might also finally understand why forcibly traffic-jamming the Whole Team constantly is a bad idea and why everyone has a particular distance because of their Battle Role to operate at.
Stacked with all this of course is the Massive Knock-On Effect against Streak SRMs. They're needed usually as an Anti-Light Weapon, and I've already been reading reports elsewhere on the forums of people having worse than massive trouble (
category of 'impossible to use'... rage-in-post included) with those due to being point-blank against those Light Mechs. It's much harder to track something moving extremely fast when it's right in your face, unlike what people would presume. Which of course brings me back to... Why again was the Lock Angle shotgunned all the way down into hell?
~Mr. D. V. "
So given all this logic I just posted, why did LRM/ATM/SSRM users lose their needed Lock-On Angle?" Devnull
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p.s.: Thanks to factors beyond my control, this post took about 3 hours to put up. I almost lost my thoughts in the wind. I get the feeling just after I push the 'Post' Button, I'm going to see a sudden blast of everything posted inbetween. Oh well, here it comes... Yikes!)