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The Flawed Logic Driving The Ongoing Lrm Buffs


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#181 Mystere

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Posted 10 March 2019 - 04:46 AM

View PostBush Hopper, on 10 March 2019 - 01:56 AM, said:

Many mechs don't even have 1 AMS slot.


DId you actually do a count? I am asking because the last time someone did, the figure was surprising.

View PostBush Hopper, on 10 March 2019 - 01:56 AM, said:

The free C3 computer onboard is just...ah well, let's forget about. They won't change anything anyway and since people seem to not mind that light mechs and mediums get less and less played because agility and speed simply matter less and less also thanks to the lock on weapons


That's just the general "Bigger Is Better" mentality at play. It's been like that since … well practically the entire history of Mechwarrior.

#182 Weeny Machine

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Posted 10 March 2019 - 04:51 AM

View PostMystere, on 10 March 2019 - 04:29 AM, said:


That still did not answer the question, did it? Posted Image



Why not a real-life Trial by Combat instead? Posted ImagePosted Image



It could be argued that all long-range weapons do that. Should we get rid of them all?

[left][/size]

PGI can always strictly enforce 3/3/3/3 without any exceptions. If people find themselves waiting too long because they're bringing an overrepresented class, then they should start bringing underrepresented ones. <shrugs>



Your Gauss and PPCs etc shoot over hills?...ok

Your Gauss and PPCs etc auto hit on long range?...ok


View PostMystere, on 10 March 2019 - 04:46 AM, said:


DId you actually do a count? I am asking because the last time someone did, the figure was surprising.



That's just the general "Bigger Is Better" mentality at play. It's been like that since … well practically the entire history of Mechwarrior.

Not true. There was a time when lights easily ate assaults. With my Huggin I usually got 4 kills. Don't get me wrong, that was not balanced either but you have to ask yourself if the current state is. Agility and speed count not much nowadays

Edited by Bush Hopper, 10 March 2019 - 04:52 AM.


#183 Mystere

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Posted 10 March 2019 - 04:56 AM

View PostBush Hopper, on 10 March 2019 - 04:51 AM, said:

Your Gauss and PPCs etc shoot over hills?...ok

Your Gauss and PPCs etc auto hit on long range?...ok


Are you saying the peek-and-poke playstyle at long-range is not contributing to static gameplay?


View PostBush Hopper, on 10 March 2019 - 04:51 AM, said:

Not true. There was a time when lights easily ate assaults. With my Huggin I usually got 4 kills. Don't get me wrong, that was not balanced either but you have to ask yourself if the current state is. Agility and speed count not much nowadays


I was referring to the representation of classes in QP drops. Other than during light and medium-focused events, when were these two classes overrepresented in drops/queues?

Edited by Mystere, 10 March 2019 - 04:57 AM.


#184 Tesunie

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Posted 10 March 2019 - 07:46 AM

View PostBush Hopper, on 10 March 2019 - 01:56 AM, said:

Many mechs don't even have 1 AMS slot.


To my last knowledge, every mech (except for the Cicada Hero X5) has access to at least a single AMS slot, if not multiple.
The Huntsmen (via use of the Hero pod) can get two. The Nova and Kitfox three. The Piranha an amazing four. Just for a few examples of multiple AMS mechs.

View PostSjorpha, on 10 March 2019 - 01:58 AM, said:

And since power level isn't really the problem with LRMs buffs and nerfs don't actually solve anything, making it a waste of time.


I think these changes to LRMs aren't intended as a nerf or buff to them, but instead an attempt to add flavor and some often requested features to improve direct fire and reward LRM users for getting their own locks. It's about improving game play with said weapon, more than balancing it against other weapons (from my perspective and opinion).

Trying to add more flavor to the game isn't always a waste of time.

View PostOZHomerOZ, on 10 March 2019 - 02:43 AM, said:

I propose that its not Lerms that make static game play per se



I'll wait for when it arrives before deciding if its good or bad


I see static game play all the time from teams too hesitant to move and too afraid of taking damage. Then again, I've seen many players turn tail and show the enemy nothing but back as they ran as soon as they saw the enemy... Oh, and in each case there was no LRMs present in those specific matches, yet plenty of long range sniper weapons. (And it was on Polar Highlands. So I don't think LRMs cause static game play.)


I've always been one to see how something feels and plays before making a decision. I'm not sure if I'm going to enjoy these changes and see an improvement to my typical game play (I tend to get my own visuals and locks on targets with my LRMs), or am I going to get hurt more by the changes and the lower flight paths... One way to find out.
(PS: Expect lots of LRMs the day the changes happens. It always happens when a weapon gets changed, everyone brings it to check it out. Best have an umbrella with you, so pack that AMS on your mechs...)

View PostBush Hopper, on 10 March 2019 - 04:51 AM, said:

Not true. There was a time when lights easily ate assaults. With my Huggin I usually got 4 kills. Don't get me wrong, that was not balanced either but you have to ask yourself if the current state is. Agility and speed count not much nowadays


Wait. Did I miss out on what the Piranha can do? Cause it's still a little terror on the field, as well as a few other lights. I also tend to do very well (better even) in my mediums (and some select lights like my Raven/Urban) than I do in heavies or assaults.

Want to see me crash and burn fast? Put me in a non-agile and slow assault... I can't get out of trouble with those things. But I do alright with my more nimble Zeus... (Jarl's list supports this trend with me. Every time I utilize my medium mechs and have a larger portion of my matches in one, I have better stats.)

View PostMystere, on 10 March 2019 - 04:56 AM, said:

I was referring to the representation of classes in QP drops. Other than during light and medium-focused events, when were these two classes overrepresented in drops/queues?


Only when a new mech of that tonnage is released? Otherwise, I often feel very out of place next to much of my heavier team... (Medium pilot here most times.)

#185 Sjorpha

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Posted 10 March 2019 - 09:24 AM

View PostTesunie, on 10 March 2019 - 07:46 AM, said:

I think these changes to LRMs aren't intended as a nerf or buff to them, but instead an attempt to add flavor and some often requested features to improve direct fire and reward LRM users for getting their own locks. It's about improving game play with said weapon, more than balancing it against other weapons (from my perspective and opinion).

Trying to add more flavor to the game isn't always a waste of time.


I know the intention, the first problem is that the changes are in the opposite direction. These changes mainly buffs indirect fire which is where velocity matters the most (more important the farther the distance and the shorter the lock window). Flatter arc in direct fire is a nerf, as the main advantage of lurming up in the front is the ability to lob missiles over teammates and obstacles. This change actually encourages actively breaking Los so you can get a higher arc, the opposite of the intended effect.

It's also a questionable intention in itself. Why would making the very few idf weapon systems in the game worse at idf be an improvement in flavor? Isn't it more flavourful to make "long range missiles" the weapon that is actually really really good at indirect long range fire? Because that seems much more flavorful to me than insisting they need to be made better at direct fire like all the other weapons.

Regarding the AMS discussion I think the true reason people don't use it is because, despite all the whining, lrms don't have enough impact on the game to motivate widespread use of dedicated counters, regardless of whether those counters are effective or not.

In other words it doesn't really matter how well AMS counters LRMS because it's not generally worth 1,5+ tons to counter LRMS in the first place.

Edited by Sjorpha, 10 March 2019 - 09:54 AM.


#186 Tesunie

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Posted 10 March 2019 - 11:41 AM

View PostSjorpha, on 10 March 2019 - 09:24 AM, said:


I know the intention, the first problem is that the changes are in the opposite direction. These changes mainly buffs indirect fire which is where velocity matters the most (more important the farther the distance and the shorter the lock window). Flatter arc in direct fire is a nerf, as the main advantage of lurming up in the front is the ability to lob missiles over teammates and obstacles. This change actually encourages actively breaking Los so you can get a higher arc, the opposite of the intended effect.

It's also a questionable intention in itself. Why would making the very few idf weapon systems in the game worse at idf be an improvement in flavor? Isn't it more flavourful to make "long range missiles" the weapon that is actually really really good at indirect long range fire? Because that seems much more flavorful to me than insisting they need to be made better at direct fire like all the other weapons.

Regarding the AMS discussion I think the true reason people don't use it is because, despite all the whining, lrms don't have enough impact on the game to motivate widespread use of dedicated counters, regardless of whether those counters are effective or not.

In other words it doesn't really matter how well AMS counters LRMS because it's not generally worth 1,5+ tons to counter LRMS in the first place.


Now, I may have missed something, but I don't recall a velocity buff to indirect fired LRMs, only direct fired ones. So this shouldn't lead to any buffs to the characteristic you are describing.

The flatter arc in direct fire may be a buff (because it is suppose to mean the missiles travel faster) or it may be a nerf (can't shoot things at any reasonable distance as it might become too easy to block with terrain, despite the higher velocity/shorter time to target). The inability to shoot over intervening allies might also serve as a problem, unless the system is sensitive enough to register them as "need indirect"... I never got the chance to try the PTS, so I never got to test this function.

In short, it may end up promoting indirect because direct fire becomes too difficult to land shots onto targets. I can't say until I see it in action nor until players start to adjust and use the system. I would have hoped that the PTS would have shown if this was the case, but I don't have access to that data nor did I play on the PTS (this time) to be able to have any experience with the new system. (I'm not saying it wont promote indirect more, just that I can't say as I don't know.)


Have you read though the forums, or just this thread? Some people want to remove IDF from the game completely, and have for some time. LRMs have long been called "cancerous to the game" just because of it's IDF capabilities. People don't like taking damage and not being able to retaliate onto the source of the damage. This makes them frustrated. People also don't like how others use LRMs (even I can't argue against that, as I've seen many LRM users/boats use LRMs very poorly), of particular note when they hide in the back at 1000+m away from the action, not presenting themselves as a target, and often either completely out of their own weapon ranges or at least outside of their effective ranges (which is typically around 600m or closer, closer being better). It's as bad as when I see someone trying to shoot their SL at targets 800m+ away like they are doing damage... I still see that and I'm in T1! Overall, I don't believe it's really the weapon, but just how people tend to use them.

I will also comment that there have been many people asking for a difference between direct and indirect fire, often with request to lower arc, faster velocity to even increased damage per missile when fired in direct line of sight! People have also had a long standing request (good or bad) to have indirect fired weapons be penalized in some manner, either by increased spread, reduced damage, lower arcs to make it more difficult to shoot indirectly, to removal of homing and requiring a manual "range finder" for indirect (with the same slow velocity, mind). Now, I wont say all these ideas are "great", but the general consensus has been for some desire to weaken indirect and strengthen direct fired missiles.

I'm not opposed to trying out changes to LRM direct/indirect behavior. It could give the weapon some added flavor and help reign in indirect capabilities. (Which is why I wished I had participated in the PTS, so I could have weighed in on the discussion.)


With AMS, you have several (I can think of four) schools of general thought. Some of then are similar in concept, but still differ enough to be mentioned:
1. Those that think AMS is not worth the tonnage because they know counters to them in game play that doesn't rely on AMS. These people don't feel LRMs are a threat, and for them it often times may not be, or they at least will claim it. (Can't say if LRMs are a threat to them or not.)
2. Those that think AMS is not worth the tonnage because it's not effective enough. These people want AMS buffed OR LRMs nerfed, but also haven't seen what they can do in larger numbers than just a handful of them.
3. Those that think AMS is useless because they still die from LRMs despite having AMS on their mech. Ignores the fact that they stood out in the open, and were alone or the only member of their team with AMS (or only one in the area with one). Also may have been in a few matches where one team had more LRMs than normal, and/or their team had little to no AMS. These people want AMS buffed and LRMs nerfed.
4. Those that think AMS is effective, but only in massed numbers when taken as a team. They often think that not enough people take AMS to make it effective in countering larger numbers of LRMs. These people can become frustrated from lack of AMS on their teams, which might lead to them joining one of the other camps.

For the record, even with my numbers and crunching some averages, if the enemy team is really heavy on the LRMs, it is correct that AMS will not save you. It softens the blow and can reduce small to medium (upwards of a couple hundred missiles in air) to dust (with everyone having one, in each other's protective effect, with some in good positiing). If a few hundred (say, 500+) missiles are coming in, no amount of AMS is going to take that down (and neither should it considering tonnage commitment levels). It will still soften the blow, but it's only going to buy you so much time. Best utilize what time the massed AMS (if you have it) will get you trying to get close. Considering many assaults can have 80+ tubes when boated... a few hundred LRMs in flight can be achieved if a team has decided to fit themselves up for it.

The biggest issue with AMS is... It only counters missiles and a single one doesn't do much on it's own most times. If your opponent has taken any amount of missiles (of note, LRMs or ATMs), then it can be worth it's tonnage. If your opponent has no missiles and are all snipers/brawlers/anything-but-missiles... Then it was a complete waste of tonnage. As people don't like to set up things and mechs for "in this situation, it is good", most people see AMS as a large potential waste of tonnage.

Would you want to take a weapon that "might not work this match", even if it was good when it did work? Probably not because it's not worth the risk when you can take a weapon that will always work, even if it's just a little worse. Now, take that mentality to something that can take the tonnage/slots that could have been a weapon, that does no damage at all, might have no use in a match, and is only really effective when it is needed when you've got more than one? That is the mentality behind why AMS is useless for it's tonnage, despite it actually being reasonably good (for it's tonnage) when it does have an effect in a match. If AMS could always be used as something to deal damage when not in use shooting missiles, say like a MG, people probably would take it more often, as then it would always be able to be useful, rather in dealing damage or blocking missiles when the enemy does have them...

I mean, 1.5 tons of AMS (AMS and 1 ton ammo) can block an LRM5 headed for you specifically on it's own. That's a 1-2 ton investment on the enemy side, excluding tonnage for ammo. It pays for itself in missile situations by tonnage spent on it to tonnage countered on the enemy side. But, as mentioned above, in a situation where there are no missiles, AMS becomes 1.5 tons and two crits of wasted space. It's situational, which is it's largest problem for many people.

#187 Sjorpha

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Posted 10 March 2019 - 01:48 PM

View PostTesunie, on 10 March 2019 - 11:41 AM, said:

Now, I may have missed something, but I don't recall a velocity buff to indirect fired LRMs, only direct fired ones. So this shouldn't lead to any buffs to the characteristic you are describing.


Yes, you missed something.

Velocity is being increased from 190 to 210 for LRMs across the board, and ATMs from 220 to 242, not specifically for direct fire.

Only spread values and fire arc are being split for direct/indirect.

#188 Tesunie

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Posted 10 March 2019 - 01:55 PM

View PostSjorpha, on 10 March 2019 - 01:48 PM, said:


Yes, you missed something.

Velocity is being increased from 190 to 210 for LRMs across the board, and ATMs from 220 to 242, not specifically for direct fire.

Only spread values and fire arc are being split for direct/indirect.


That seems... odd. Seen as we only tested faster velocity for direct fired and unchanged velocity for indirect... But didn't they say that the new velocity is actually what it's really been at, but the old velocity was not the actual velocity of the missiles themselves but was just a "this is how long it takes to land on target"? (I once again could be mistaken. Thought I heard that somewhere...)

#189 Sjorpha

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Posted 10 March 2019 - 02:09 PM

View PostTesunie, on 10 March 2019 - 01:55 PM, said:


That seems... odd. Seen as we only tested faster velocity for direct fired and unchanged velocity for indirect... But didn't they say that the new velocity is actually what it's really been at, but the old velocity was not the actual velocity of the missiles themselves but was just a "this is how long it takes to land on target"? (I once again could be mistaken. Thought I heard that somewhere...)


It wasn't tested but they're doing it anyways because PGI, It's in the final change list under "equipment tuning" with their ususal style of word salad to explain it.

Those inexplicable velocity buffs are exactly what prompted Appogee to start this thread in the first place I believe.

Edited by Sjorpha, 10 March 2019 - 02:11 PM.


#190 Tesunie

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Posted 10 March 2019 - 02:26 PM

View PostSjorpha, on 10 March 2019 - 02:09 PM, said:


It wasn't tested but they're doing it anyways because PGI, It's in the final change list under "equipment tuning" with their ususal style of word salad to explain it.

Those inexplicable velocity buffs are exactly what prompted Appogee to start this thread in the first place I believe.


If it's an actual buff to velocity, and not just a change to the numbers to better represent their actual missile movement speed... I'm inclined to agree that LRMs (in my opinion) didn't seem to need a velocity buff "all the time".

However, I don't think changing up direct and indirect abilities for LRMs is necessarily a bad idea in and of itself. How it plays out though... I won't know till the changes are live.

#191 Ahh Screw it - WATCH THIS

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Posted 10 March 2019 - 02:29 PM

View PostSjorpha, on 10 March 2019 - 01:48 PM, said:


Yes, you missed something.

Velocity is being increased from 190 to 210 for LRMs across the board, and ATMs from 220 to 242, not specifically for direct fire.

Only spread values and fire arc are being split for direct/indirect.



Don't forget the increased health for smaller tube counts.

Because the tough missiles get loaded into smaller launchers?

#192 Tesunie

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Posted 10 March 2019 - 02:31 PM

View PostAhh Screw it - WATCH THIS, on 10 March 2019 - 02:29 PM, said:



Don't forget the increased health for smaller tube counts.

Because the tough missiles get loaded into smaller launchers?


Yeah... That doesn't make much sense to me, but it might be a needed point of balance?

I'd still rather see AMS take a percentage off incoming missile volleys. It leaves all launcher sizes viable, but doesn't let overwhelming missile fire "overwhelm" AMS, a common complaint. But, would be it effective balance, or make LRMs near useless?

#193 Ahh Screw it - WATCH THIS

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Posted 10 March 2019 - 02:46 PM

View PostTesunie, on 10 March 2019 - 02:26 PM, said:


If it's an actual buff to velocity, and not just a change to the numbers to better represent their actual missile movement speed... I'm inclined to agree that LRMs (in my opinion) didn't seem to need a velocity buff "all the time".

However, I don't think changing up direct and indirect abilities for LRMs is necessarily a bad idea in and of itself. How it plays out though... I won't know till the changes are live.


Not trying to be a ****, but after this patch, why would anyone take anything other than lock on weapons?

I might take a narcer every once in a while for the lulz, but other than that, what is going to out trade lock on MRMs or faster 3 damage per missile ATMs?

Edited by Ahh Screw it - WATCH THIS, 10 March 2019 - 02:47 PM.


#194 Tesunie

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Posted 10 March 2019 - 02:52 PM

View PostAhh Screw it - WATCH THIS, on 10 March 2019 - 02:46 PM, said:


Not trying to be a ****, but after this patch, why would anyone take anything other than lock on weapons?

I might take a narcer every once in a while for the lulz, but other than that, what is going to out trade lock on MRMs or faster 3 damage per missile ATMs?


It's funny you are saying that, because others in this thread have been saying the opposite (besides ATMs) was going to happen. That LRMs are going to become worse...

I'm not sure what the changes will have on the game. I think it could still go in some unexpected way. Maybe LRMs become mainline all powerful weapons? Maybe they become complete trash? Right now, those are the two running theories.

I'm just going to remain neutral for the moment. I do see your concern, and I'm more worried about ATMs than I am LRMs at the moment to be honest. All I can do is wait and see.

#195 Mystere

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Posted 10 March 2019 - 03:19 PM

View PostAhh Screw it - WATCH THIS, on 10 March 2019 - 02:46 PM, said:

Not trying to be a ****, but after this patch, why would anyone take anything other than lock on weapons?


Because direct fire weapons will still be more effective?

#196 R Valentine

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Posted 10 March 2019 - 03:54 PM

Easy solution, always vote for maps that will lose UNLESS you see polar on the table. Then blow your multiplier on anything but polar. In fact, hinge your bets even more and vote for the map that you think has the best chance of beating polar. Just make polar not a thing anymore. At least two maps marginalize LRMs into uselessness, like Crimson Straight. Why do you think no one goes saddle anymore on that map? Because the tunnel is a LRM free zone. Oh noes, not "direct fire" LRMs. The weapons that will still be garbage a trading. I'm quaking in my boots. We'll see how that goes up against dakka.

#197 Variant1

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Posted 11 March 2019 - 10:01 AM

Just want to chime my 2 cents in: Lrms aint weak. I think we should all wait and see how the patch turns out, right were making predictions. Expect the worst and hope for the best. If we want to balance weapons in general we need to remove all quirks and delete the awful quirk tree system we have that promotes more min maxing.

View PostAsym, on 04 March 2019 - 04:27 AM, said:

I, to this day, still find this discussion interesting. Here we have the least effective weapon in the game having some of the most effective players in the game spooked enough to want to ban a weapon system...... Interesting, isn't it.

To make matters worse, the least effective weapon in the game has the most available, direct counter systems available ! And, a lot of the time, they simply aren't used !!! And then, those veteran players complain, and whine and confront and threaten to leave. All the while, those very same players have three complete game modes to themselves (Solaris, Faction Play and Group play) and those venues are just about vacant out side of prime time???? Want to guess why: because your modes of play have been rejected and a great number of players left because of it !!!

Without new players there is no game. And, this is one of the worst new player experiences I've ever seen and getting worse when MW5 drops. I've actually tested the game with college ages players and I've reported over the years what they said... They find the game, at it's highest levels, boring. The IP is great but, the game play is stuck between goals and since it is stuck in the middle, it achieves neither purpose.... It can't be an arcade FPS and a team game at the same time..... Solaris is a fail because the team members don't like being on their own and Faction Play is a fail because individual players and the teams themselves made that mode of play toxic......toxic as in "too extreme"'.....

Well OP, I guess I could use the standard cliches: don't let the door hit you in the butt on the way out or get GuD Sparky.......so, I won't......they are just rude anyway. We need to keep everyone we can. So, ignore them (LRM's), everyone else does and just play the game your way. After all, it is just a game and not to be taken seriously. !!!

And yet its the most used weapon in QP. No one is debating it being an op weapon system, the main gripe here is that is stagnates the gameplay by turning it into long range poke fights and giving alpha strikes more advantages than they already have.

Also 2 counters isnt the most and that second counter depends on rngesus. And they are used, again thats not the gripe with the weapon system.

If anything id argue that lrms are the worst first player experience, the first mechs you get to use are trial mechs (none of which are lrm boats btw) that are usualy equiped with xl engines. My first time playing in a trial spider and getting rained to death behind a hill on old caustic was not a fun time. And lrms did bleed a large portion of players cuz of ya know :LRMagedon and all....
I think most people can agree with you including myself that high level play is boring. This game still doesnt punish high alpha strikes. All pgi needed to do is simply bump up heat value on weapons being used in meta builds to the point that a high alpha would get the player at 90% or more heat.

View PostThe6thMessenger, on 04 March 2019 - 04:46 AM, said:

Well, I kinda notice the stigma of homing weapons too. And that "Incoming Missiles" that slow the game, because they have to take cover, it's like they are afraid of taking cover. PPCs and lasers don't warn you, and you do near incognito damage with them, why would "incoming missiles" that actually gives you a chance to take cover is worse? I wonder what will happen if we took away that "incoming missiles".

It has been said that homing, or basically self-aiming weapons shouldn't be competitive to DF weapons, and you know what, sure. But so far all I just heard it time after time, they justify nerfs after nerfs, like they want to nerf homing-missiles to the ground and never be viable in the first place.

They already admitted that the lock-cone nerf barely did anything, so what's the point of it in the first place? "Shouldn't be competitive to aimed weapons?" As if an additional 20-degrees would make homing weapons more competitive, it's not like LRMs were competitive pre-nerf -- streaks maybe. This mantra, this dogma really, it's too elitist for my taste.

No one is afraid of taking cover, most matches boil down to long range pokefests. if anything lrms have been getting buffed then nerfed, reduction to heat and cooldown. not to mention the skill tree gives lrms the range of 1103m 103m more than its previous range. The problem is lrms killed off a huge amount of players during its early years which led tot he angel ecm stealth bubble being introduced. please dont strawman the opposite side.

View PostKubernetes, on 08 March 2019 - 03:41 PM, said:

The disparate performance in SQ vs FW is what makes LRMs so difficult to balance. No other weapons system allows you to stack damage so easily. It's hard to get 10+ direct fire mechs shooting at one target. It only happens if you're set up in a defensive line and the enemy strolls into your perfect kill box. But 10 LRMers can simply switch to one target without repositioning. So in SQ, LRMers in ones or twos are largely ineffectual: there's no guaranteed spotter support, your team won't necessarily play to your strengths, there are many counters, and your ability to kill just on your own is fairly limited. But on a team that's built around LRMs it's nearly OP. AMS is put in a weird place too as a result. If you make it strong enough to resist mass boating, it will be too strong against solo boats in SQ.

RNG matchmaking is what balances ams vs lrms. I dont think ams should straight up destroy missiles, it should at least destroy 3/5 lrms from an lrm 5 launcher, working as more of a softening the blows. And that way rng makes things balanced. And honestly if lrmists be boating then they shouldnt complaint heir weapon is weak when they dont bother to bring back up weapons. boating in general shouldnt be effective. long live mixed builds.

#198 Weeny Machine

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Posted 11 March 2019 - 10:08 AM

View PostMystere, on 10 March 2019 - 04:56 AM, said:


Are you saying the peek-and-poke playstyle at long-range is not contributing to static gameplay?


Of course it does to some extend. However, and that was my point, these weapon systems don't let you assist someone half a map away with obstacles in between which means flanking is quite possible

#199 Dee Eight

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Posted 11 March 2019 - 11:17 AM

View PostTesunie, on 10 March 2019 - 07:46 AM, said:


To my last knowledge, every mech (except for the Cicada Hero X5) has access to at least a single AMS slot, if not multiple.
The Huntsmen (via use of the Hero pod) can get two. The Nova and Kitfox three. The Piranha an amazing four. Just for a few examples of multiple AMS mechs.


Every BATTLE Mech other than the Cicada X5 has at least 1 AMS hardpoint. However most every OMNI Mech does not. Typically only a single or perhaps two variants of a particular Omni chassis have even a single AMS hardpoint.

#200 Mystere

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Posted 11 March 2019 - 11:22 AM

View PostVariant1, on 11 March 2019 - 10:01 AM, said:

The problem is lrms the glacial pace of development, severe lack of progress, and numerous broken promises killed off a huge amount of players during its early years which led tot he angel ecm stealth bubble being introduced. please dont strawman the opposite side.


FTFY.





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