Hazeclaw, on 28 March 2019 - 03:36 PM, said:
How can you possibly guarantee a high hit rate when 3/4 of the time you're shooting you can't even see what it is you're shooting at. It doesn't make it harder to aim, your aiming still begins and ends with putting big circle over big box. But it doesn't even matter, because of the obscene amount of ammo you carry, you can just keep firing without giving it a second thought. Missing 80% of your shots in a missile boat still gives you 1000 damage, let that sink in for a second.
Good luck with that 1k damage while missing 80% of your shots when you're in a very ammo limited IS light/medium lrm mech...except most lrm boats are 65 tons-100 tons that have the ammo to spend to miss 80% of their lrm volley. How else you going to carry the ammo to miss 80% of the time if you don't lrm in your assault?
The number of threads claiming a light/med lrm mech op is....0.
A few smurfy builds of nearly the same build you might find in qp is completely undo-able on any IS light mech but shows as tonnage goes up so does lrm ammo count so you can gleefully lrm anything and everything missing 80% and get your theoretical 1k dmg game.
I tried going for quad lrm 15s,one tag,bap xl 300 and all the ammo you can fit.
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The real lrm problem is the fact you have a lot of potato players in assaults that have the space and tonnage to waste on ammo thinking 1k damage is good yet very few kills if any to show for it which forces all these lrm changes cascading down making lower ton mechs which use to have THE ROLE of lrmer becoming less and less effective eventually abandoned because they simply can't spam enough.
Good Luck getting 1k damage in qp with just a few lrms on lights/meds that come stock with them missing 80% of the time;such a pitty you'll die and/or run out of lrm ammo before that. I'm sure you can damage pad stats with a few back up lasers and the air strikes so posting screen shots would prove nothing. VODNH!
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