Bush Hopper, on 08 March 2019 - 03:28 AM, said:
It is not about like or disliking. Sometimes you need to take a step back and ask yourself if the weapon system is affecting gameplay in a negative way (and I do not speak of being op or not op):
Take lock on weapons and light mechs:
Agility and dodging has lost the race already and armour/structure and high dps/alphas are more important than being able to run 140+ km/h
However, streaks simply hard counter light mechs. A streak dog can one-shot you, a streak crow 2-shot most lights. Speed and agility get totally negated. It is unimportant if the weapon system isn't that great vs heavier mechs (actually since it became torso seeking it got better). Imagine someone waits 3-5 min to finally play. Then a eats a complete streak salvo and is crippled or even dead. Is that fun? Nope, certainly not even despite the game balance overall isn't affected simply because most people drop in heavies assaults. Nevertheless, streak boats are a catastrophe for lights and also borderline op for meds
In case of LRMs it is similar. I have just played a match where a Javelin was completely out of position. I engaged and was ripping it a new one, then suddenly 2 huge volley of lrms came and thanks to their high velocity I took most of it. For a light this kind of damae, even spread, is problematic.Of course, the Javeling was able to run off.
This kind of easy and fast support which is even quite punishing promotes static gameplay and is another factor negating speed etc.
Is it OP? Nope. Is it unhealthy for the gameplay. Certainly
I would mention that my response there was directed at "how does your points support handicap people needing "aim assist" weapons", which is why I listed the aspects of LRMs I like and enjoy. If you notice, "aim assist to help handicap people" isn't on the list, which was more so my point. LRMs, if they are to retain indirect fire which I do think is important to keep for the weapon system, needs some form of homing.
How about waiting 3-5 minutes to get a game, get a single shot to your 100 ton mech, and die from ammo explosion. Just had a match where that happened. One hit, and my 100 ton assault mech was down... On notation of SSRMs, I will point out their spread, need for a lock on (Lights, tag team them with two ECM systems, that shuts them right down), lock on time (if you have ECM and you see it's disabled... might want to consider an evac) and/or keep your distance from those mechs once identified and let other elements of your team handle them. My own light mechs tend to use mid ranged weapons, such as my twin LL and dual ERML Raven. I keep those threats outside their ranges.
I might also mention, in relation to LRMs, that missile weapons have many counters already in the game. They are the only weapon to have any counters placed in. There are:
- AMS: This thing shoots down any missile, be it SRMs, MRMs, SSRMs, ATMs or even LRMs. They are most effective on longer ranged missiles, such as LRMs and ATMs and a bit for MRMs, than they are for shorter ranged engagements simply due to time able to take their effects on their counters. A single AMS can shoot down upwards of 20+ LRM/ATM missiles with perfect positioning. With good positioning, it can take down 15 without much difficulty, but average 5-8 missiles for the most part. Now, that's a single AMS unit on a single mech... Imagine what might happen on those dual, triple or the quad AMS mechs? 40+ missiles with perfect position, average pf 10-16 missiles with you being the target, with just two AMS on only youself. Get a few teammates, or even a whole team, with AMS and suddenly you just don't care about LRMs/ATMs anymore. With enough, MRMs, SRMs and even SSRMs become rendered near useless. (However, most people who claim the toxicity of LRMs neglect AMS from my experience.)
- LAMS: Same as above, but not limited to ammo counts, nor ammo explosion chances. Produces heat as it's trade off, and normally can't be taken on hot running mechs or in massed amounts. Best paired off with normal AMS for a "best of both worlds".
- ECM: Get close enough and it disables a homing missile user's ability to get locks. (Countered by AP or another ECM unit. Travel in packs!) At a range, it permits you to get close before a lock can be obtained as well as makes getting a missile lock harder to do. A team full of these is very difficult to deal with for homing missiles, and can effectively, it send in on a target in packs, make it impossible for missile locks to even be acquired once things get rolling.
- Stealth Armor: Needs ECM, sure. Once you engage Stealth though, all missile locks are instantly dropped. Hear the warning, turn on your stealth and laugh. I've also noticed that, even if I managed to disable the ECM with an AP, it appears as though Stealth Armor continues to be engaged... Maybe it's changed since I last saw that effect, but I've had times where I couldn't disable their Stealth, despite doing tactics that disabled ECM (PPC hit, AP, ECM in counter mode, etc).
- Size. Yes, the very size of your mech and it's hit boxes have an impact on LRMs and ATMs. The smaller the mech, the less missiles that will hit, due to how spread works. The larger the target, the more missiles will land. LRMs are actually most effective against Assaults such as the King Crab, than light mechs, such as the Locust, Flea or Commando. This is actually true for any homing missile (except SSRMs).
- Shape: Not really a counter, but... The shape of the mech also helps determine where homing missile damage is placed. That spread means a mech with a wide CT hitbox will take more damage there, or a mech with high shoulder guards that twists very well will take more damage to the arm.
- Speed: Speed can counter LRMs/ATMs fairly well. Just running perpendicular to the launcher/flight path of the missiles will shed some of the damage into the ground. Being fast also means more likely chance to seek cover. Speed is a minor counter to SSRMs, as if you can duck in and out of cover (with Radar Deprivation, if not ECM as well) to prevent locks completely. Also, if you can spin around a target well enough, some mechs can't track very well, meaning that they can't get a missile lock from failure to keep themselves on target long enough to do so.
- Radar Deprivation: It's a pain to locking weapons. If you really don't like lock on weapons, take maxed Radar Dep.
I will state now that missile locking is one of the most complex systems in the game. I've only glossed over the counters to missile locks. Obviously there are other things, such as UAVs, TAG, NARC, etc to consider... but your most powerful ally against missiles of all kinds is AMS. Sadly, most people don't even bother with it...
On the topic of game play with certain weapons, indirect fired LRMs are and should remain a thing. However, I can't control how people use weapons in the game, as many people use LRMs very poorly, especially those who fire only indirectly. The proposed changes to missiles from what I understood was to make direct fired LRMs more powerful than indirect fired, which should support most people's opinion of LRMs. This makes the "cancerous" style game play of "hide out back, leach locks" indirect fire only less effective.
People complain more about LRMs indirect abilities and when players utilize exclusively that (which I agree with many posters that using only indirect LRMs and never showing your mech's face is often bad for the team and tends to lead to a loss compared to armor share, etc). They don't mind those LRM users who are with their team, taking hits and popping in and out of cover, working as much to get their own locks as much as the team helps to provide locks.
As for SSRMs... I don't have much to say on those. I don't tend to use them, find that (unless extreme boated) they can't hurt anything (once did a Black Lanner with two SSRM6s, and had light mechs laugh as they shreeded me alive), spread their damage and weight more than they normally are worth. If I take a short ranged missile option, I go more for SRMs or even MRMs if I have the tonnage to invest. Between being able to aim the damage, not having to wait for a lock and less auto-spread, I find I have better average performance over SSRMs. However, SSRMs are suppose to be (in this game) the anti-light solution. They suffer against other weight class targets.