Kaeb Odellas, on 11 October 2018 - 08:58 PM, said:
The range indicator under the reticle isn't exactly a reliable indicator of how far a projectile has to travel from your mech to theirs. Missiles could be farther or closer depending on hardpoint locations and enemy mech geometry.
I accounted for this. I picked a mech with the cockpit mounted further forward than the missile hardpoints, fired a single rack at a time, and gave a couple meters for margin of error. Even if I'm still messing something up, that's not great weapon design.
I prefer shotgun style launchers to machine gun style, but I'd take machine gun launchers if it meant removing the minimum range.
LordNothing, on 11 October 2018 - 09:04 PM, said:
they are ok for space fill. especially since you can get away running much less ammo than any other mode (you only need one, at most 2 kills if you play teams). like anywhere where you have an arm with a couple missile points, you can strip the armor and get a couple rls. just remember to use them first before the arm gets shot off. they are very good for testing mechs for weak points, fire the rl ct and shoot whatever part gets closest to red.
Yeah, I do use them like that occasionally in Solaris and Scouting. It's fun and somewhat effective, I just think that even then it's generally more consistent to take more ammo, engine, heatsinks, etc. and just play normally - especially considering how important heat efficiency is in those modes.