Yay! Someone to share more of my thoughts with...
...
(
and this post is going to be so long that I'm skipping a bunch of emotes)
Reno Blade, on 09 February 2019 - 06:15 AM, said:
Thank you for the detailed feedback DV.
I dont agree with your comments, but all feedback is relevant for this test.
Hi there. I'm glad to be able to provide the input, even if not everyone fully agrees with it. Like I said before, I want MWO to last far into the future, unlike its' predecessors. Only constructive discourse can do that.
Reno Blade, on 09 February 2019 - 06:15 AM, said:
I can understand that any "nerf" is seen negatively, but the dps that is possible with IDR-LRM boats is crazy.
Eh, it ain't that crazy. I can start with 2000+ Missiles on a given round, try to stay IDF the whole time and end up at the constant mercy of Teammates who have lost locks, and range wildly from 250 to 1000 total damage, most of the time never even reaching 600 damage. That's some bad DPS right there, and I can already tell you that anyone who gets at least some of their own Lock-Ons will always do a hell of a lot better. When I pop up on Live Servers to get some of my own Locks, I can boost that to range around anywhere from 400 to 1100 total damage, with issues trying to get past 750 damage. There's so much AMS and ECM out there already, as well as a general lack of teamwork, as to make it hard on most days to make anything hit properly. So I already know that IDF users simply do NOT have it that good at all.
When I then stop to think about how much harder it is on Medically Disabled people to get IDF hits on the enemy (
seeing as I do know some people with problems who normally happen to be unable to properly use Ballistics and Energy Weapons), I'm sitting there just appreciating that they even try to continue playing MWO with the Current Live Server State. I would hate to see them take it in the shorts through further IDF nerfing, particularly because of the toxic people who think that everyone has to brawl and be constantly exposed like a gladiator arena that lacks cover of any kind. That just removes all Strategy & Planning, which then makes rounds into an uninteresting facetank-fest, and ruins things for anyone that happens to be unable to track smoothly (
even on low settings, and therefore would also suffer problems with torso twisting in time) with their mouse. The end result would be that those with such Medical Disabilities would end up leaving MWO, and I'm trying to stop that from happening. The smaller the Player Base gets, the worse it becomes for everyone.
Reno Blade, on 09 February 2019 - 06:15 AM, said:
The weapon should be much better without boating than boated and risk/reward should be high, thats why I like the idea of DF buffs over IDF.
Okay, no argument with people sticking their neck out for going Direct Fire with their missiles. (
I'm only arguing against doing any nerfs to IDF versus the Current Live Server State, because of those ramifications.) If you look at previous posts I've done in regard to this whole matter, you'll find that I'm very much for giving Big Boosts to Direct Fire users. In fact, if you read my last post just a little more carefully, you may notice that I'm trying to point out a situation that PGI needs to avoid in order to properly give those Big Boosts to anyone going Direct Fire mode.
As for Boating of LRMs and such on the other hand, it should not be a massive nerf against someone who brought a Triple LRM15+Artemis... They spent out the tonnage to make their setup, and it should not be devalued in wholesale. In particular, a 3xAMS should not be able to fully stop 45 missiles all dropping in on a target at the same time, and a good small chunk of them should hit successfully. However, that said, I can as equally agree that Non-Boating LRM Setups (
such as a 3xLRM5, mixed with a batch of other weaponry), should indeed be more resistant to being totally stopped by so little as a single AMS unit, as they should not be negated either. Otherwise, what would be the point of bringing that few missile tubes anyway?
Reno Blade, on 09 February 2019 - 06:15 AM, said:
It's important to have some balance in place that rewards the higher risk of DF, otherwise you will just stay in cover and use IDF, because you will be save, right?
As noted above in several ways, all PGI needs to do is give really awesome boosts to Direct Fire usage. That will give the rewards where they are due, and I am absolutely all for that.
But in my mind, nerfing the IDF any further beyond the Current Live Server State is out of the question completely, because then what little weaponry that those with Medical Disabilities can even use will be rendered useless to them and take away the reason they have for sticking around. Discrimination because someone's body can not handle twitch-type smooth movements is something which I simply can not condone in any way, and have a hard stance of not putting up with. Any one of us who are in good condition now could easily end up Medically Disabled before tomorrow, and then where would we be? Should we also get shoved out the door, because someone didn't want to be reasonable and accommodate us? The answer to that is that we should not end up put in that position in the first place, ever. It's not fair, and equally not right either.
And yes, I'm aware that there are people out there who are physically "fighting fit" and have the ability to use IDF to an abusable extent. However, I also know they're a minority, and that hurting all the players who are not so good in order to shut those who are more powerful down is an absolute violation of fair game play. All that does is just leave the powerful up top, and makes the rest of us people into 'cannon fodder' for them. I would like to think we can agree that would simply not be right in any way, as it's not IDF itself that's the problem, but instead those who have been abusing it harshly. That said, I would definitely not want to create a hidden nerf that only affects players of high skill rating, unlike what someone else was thinking. Instead, there has to be some other way of creating a method by which someone of low skill rating can somehow catch the higher-skilled player in an off-guard state. I suspect it will ultimately end up linked to my future proposal for an Active Sensor Unit of some kind.
Reno Blade, on 09 February 2019 - 06:15 AM, said:
I like the idea of AMS being stronger against larger launchers and someone mentioned the idea of lower "ghost health" / "ghost spread" of larger volleys (boats).
Whatever adjustments that PGI does happen to make, we really don't want to create another Abuse Situation where the '9xLRM5 Archer ARC-5W' or '6xC-LRM5 Mad Dog MDD-A' become too capable & efficient versus someone who brought '3xLRM15+Artemis' (
doesn't matter if Clan or not there, unlike the other two things) instead. Otherwise we'll just see boating of Small Launchers, and then AMS would be in a bad place again, with certain smaller LRMs being used excessively and other bigger ones being left on the junkpile. I think we can agree that missile weaponry should not get totally lopsided like that, right?
...and now pardon me while I scram again, because I don't get much time on weekends to actually get to the battlefields without it causing problems.
Also, thanks again for giving me an opportunity to share a bit more about my thoughts on the matter. I hope it gives you a better insight on my outlook about these Issues that currently surround Missile Systems such as LRMs? I want them balanced for far more people who play MWO, and not just only those with a fully-working body who have high skill ratings.
~Mr. D. V. "
Regarding LRM-Related Issues, definitely give Direct Fire a Big Boost, but don't junk IDF at all." Devnull