MechNexus, on 16 March 2019 - 01:49 PM, said:
The acceleration and twist rate values are garbo. That's what everyone hates about it.
Yep, I've had to dump about 28 points into the mobility branch of the skill tree on my WHM-IIC variants in order to make them acceptably nimble. Once you do that they are alright. A little worried about it being made larger. It ain't an OP mech at all, if you were going to make it larger, should have made it very subtly larger. And I don't believe for a moment that it was 'accidental' that the model was originally released too small. C'mon.
Anyway, on the LRM's: okay, whatever, we'll see how this direct fire thing works out. I don't understand how the one weapon system that is supposed to be an indirect support weapon for some reason they're trying to make it able to compete with direct fire weapons. LRM's have a unique play style, IMHO the whole point of them is to use cover so you can't get shot back.
Lastly, making LRM5's more resistant to AMS as compared to LRM20's is absurd. Weapons that share ammo should have the same properties. I know this is a video game, but if ammunition somehow magically becomes more bulletproof if it goes to a LRM5 launcher versus a LRM20 launcher on the same mech, that irks my sensibilities. If you want to make LRM5's used more, just remove all ghost heat for them and make them cooler, and or reduce their cooldown.
Buffing LRM5's versus AMS also makes it dangerous that some people will exploit by adding a LRM5 or two on mechs running 2xATM12 or 3xATM9. Fire the LRM5's .25 seconds before the ATM's to absorb AMS and the ATM's will survive more. This rankles me as a potential mechanic exploit rather than an actual mech build.
Edited by ShooterMcGavin80, 16 March 2019 - 03:44 PM.