Navid A1, on 12 July 2019 - 09:34 AM, said:
This is a semi-FPS. The system you are presenting looks like trying to order food on a 100 item menu, written in alien language, in the middle of a fight where seconds could decide the match result.
For ONE second, try imagining yourself or any human, playing it and you'll see what I mean.
You do know that you don't have to read the list right? It could be like the Gauss-charge that lights up green on your weapon-groups. Likewise, that is exactly the point, seconds could decide the match result, that is why prolonging the locking sequence is crucial for the system to work exactly to deter the use of a lot of missile tubes.
Hows about for ONE second, actually try imagining it in the game; some streak-boat with 6x SSRM6 have to suffer 2s of lock-time just to nab a light, but a streak-cat with only 3x SSRM6 will only get to suffer 1s of lock time. A background lurmer struggles to get a lock because he brought 6 LRM15s that will make him suffer 2.25s of IDF lock short-range but even longer at long range and vs ECM, whereas a sensible player with 6x ERML + 2x LRM20 and with LOS would do it under 1s.
Navid A1, on 12 July 2019 - 09:34 AM, said:
That's expected with a new system. Could do with a play-test, I mean even the dual-arc LRM underwent testing.
Feral Clown, on 12 July 2019 - 12:35 PM, said:
What makes you think that it's the same field in the first place? You know it's supposed to fulfill a role right? Do you expect an AC2 plinker to do as well as a brawler in brawling? If not then why would you use that argument? Even if it's the same battlefield, we're not exactly competing in same roles.
Feral Clown, on 12 July 2019 - 12:35 PM, said:
No, you asserted that chainfiring is bad. But hey lets take that as a given -- so don't chain-fire, eat up the doubled lock-duration by using so many missile launcher, or you could just have the same lock-duration by using the prescribed amount of missiles.
Feral Clown, on 12 July 2019 - 12:35 PM, said:
So it's fine that lights get nuked by Streakboats? Okay sure.
Feral Clown, on 12 July 2019 - 12:35 PM, said:
I am sure you can come up with some other idea that doesn't involve such a convoluted mechanic and forced chainfire or whatnot. This idea would ruin a weapon that doesn't need ruining. As I said, I am much more interested in PGI making it far harder to maintain a lock without the skill of tracking properly/tightly.
There are just people that just don't understand and get them, because they think it's too convoluted, because they're too used with the same old **** because PGI couldn't be bothered with a legitimate mechanical rework until it's too late, like the LRM arc lock.
They're simply not open to change. I'm not saying that it will work right out of the box, but surely we could at least test it.
I don't say that it's overpowered, there's a LOT of certain overperforming people that don't like the fact that certain weapon systems counter them, and you know what, this is just the olive-branch.
We can't just make homing weapons require precise lacing, that totally defeats the point. Changing the stats by xml can only go so far, i mean how many poor LRM decisions did we have endure until we get the dual-arc LRMs that finally given LRMs much more respect?
dario03, on 12 July 2019 - 09:53 AM, said:
Then this thread is not for you. I mean seriously take away their niche, then SSRMs doesn't have a point.
dario03, on 12 July 2019 - 09:53 AM, said:
Sure, but you know simply focus-firing or piranha on the back will solve the assault problem. This is just not the case with lights because they leverage their speed and mobility to precisely avoid fire.
dario03, on 12 July 2019 - 09:53 AM, said:
Probably because that's not much of a question to begin with.
dario03, on 12 July 2019 - 09:53 AM, said:
About the same time when ERLL, Gauss, and AC2 is made for long range.
dario03, on 12 July 2019 - 09:53 AM, said:
Yes.
dario03, on 12 July 2019 - 09:53 AM, said:
So it's hard for you to track slow-moving giant target-dummies? If not, then why the stupid question?
dario03, on 12 July 2019 - 09:53 AM, said:
Do I really need to remind you that lights are fragile and they precisely levy their mobility (and like locusts, their size) to not get hit? Why do you need to treat Lights and Assaults the same? They're not the same, that's why you have to treat them differently.
dario03, on 12 July 2019 - 09:53 AM, said:
As if the light couldn't sneak. Were you playing with incompetent light players?
dario03, on 12 July 2019 - 09:53 AM, said:
Which is adequately answered by light on the rear, or focus-firing. This is just not the case with Lights, because they precisely leverage their fast speed to avoid said damage.
Edited by The6thMessenger, 12 July 2019 - 03:33 PM.