Dimento Graven, on 08 August 2019 - 05:18 AM, said:
Using the term "iron dome" implies "completely useless", and yeah, you're agreeing that "enough" AMS makes the people who either go with stock builds (where you frequently see only one, maybe two tube systems on a 'mech with a mix of other weapons -- again, reasoning for why I thought your 'proper pilot' statement might be referring to piloting only stock bulds) or try to keep their missile counts low and load other weapons, are going to end up having a hard time registering damage with their missiles.
Lol. You should join the olympics for mental gymnastics, you'd win first prize, stream it too. Stock Build.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
BUT AGAIN, they are low skill, computer delivered, RNGesus dependent weapon systems, so YEAH, it makes sense that they'd have a serious counter in a game that's supposed to be player skill-vs-player skill.
I'm not really invested on whether it's easy or not easy. While it makes sense to have serious counter -- it's nothing we already don't have, you got AMS, ECM, Stealth Armor.
But it's a concern of having the place in the game. What you're asking, you might as well remove LRMs -- while in the realm of possibility, but if that's the case we won't really just have a productive discussion. Stock Build.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
What you're arguing for, a scaling percentage effectiveness for AMS, would NOT result in people saying, "Oh I just need to bring less missile tubes." Depending on the scale it would either result in MORE missiles, or, it would result in NO missiles (except for those players who can truly only play LRMs because of other reasons).
I'm against anything that would bring MORE missile tubes to this game.
I never said that it would make people think "I just need to bring less tubes", I just said that "I just need to bring more tubes" wouldn't be their go to just to defeat AMS.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
Your response of "LOL k" after my statement was oh so communicative, it could only be assumed you were being sarcastic, not actually agreeing.
Whatever you say. Stock Build.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
But trying to balance a weapon system that allows "easier play" with computer delivered, RNGesus dependent, low risk damage, should NOT be "on par" with other weapon systems that require face time, and the ability to hold a steady cursor on a target.
Never said that it should be, I just said it should be balanced, that there should be a place for LRMs here. I don't really like the current homing system either, and i would be more than happy to have it reworked.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
And again, we're talking about a system that currently is dependent on how many AMS's are brought to the battle, and are in line with the flight path. If there's only one AMS among 12 'mechs, guess what? One or two missile pods will be pretty effective.
You mean boats or individual launchers? Because I have math to prove that it's not going to be that effective with the current balance.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
You're the one implying it.
Lol no. It's just a strawman for you. Stock Build.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
You said: "LRM boating. Do we really want LRM Boats to be the only way to be effective with LRMs? I certainly don't want that, i prefer playing like a proper pilot, thank you." and "Wouldn't it makes better sense that I'm actually advocating for more reasonable LRM builds than basic boats -- as in as opposed of LRM60 to LRM80s, why not LRM40s with 6x ERMLs? " and "How about this? Proper pilots bring a healthy mix of direct-fire with lrms."
You're the one trying to make change that will somehow encourage people to bring a low amount of missile pods mixed with direct fire weapons, and not boat missiles.
Unfortunately any the types of changes being described won't do that, they'll end up either making missiles, in a 12-v-12 game completely OP, or completely useless.
You want to fight the "iron dome" effect that low pod counts encounter when meeting high numbers of AMS.
Here you go again twisting my words, Stock Build.
No, I just wanted to have low tube count to be an equally viable form of play for LRMs against AMS. I don't want the proper play in dealing with AMS is just bringing more tubes.
Granted as the AMS won't cut down AC shells, PPC bolts, or laser-beams which results in mixing LRMs with direct-fire have less cut down of firepower as a result, if anything it will have a better result.
Such as 6x ERML + 2x LRM20 vs 4x LRM20A. The 45% AMS,though with only 0.90s of exposure would down 16 missiles, and 24 missiles will go through + 39 damage = 79.774% of damage retained; the LRM80A would have 48 missiles going through or just 60% of damage retained. If you don't know
79.74% > 60% so yeah, Fixed-Percent AMS rework mixing LRMs with Direct Fire would be a better course of action and should be encouraging.
If they aren't encouraged to do that, well, it's their problem. God knows PGI tried to encourage Hiders with getting their own locks via Dual-Arc rework yet we still have hiders. That's not our fault though.
"79.74% > 60% - Aha! It's a buff to lrms after all!" - Stock Build
39 of your damage is direct-fire and not the-bane-of-your-existence easy-mode LRMs. Stock Build.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
I say no, if enough AMS is brought missiles should be ineffective. If we see a LRM80 boat fire into a group of 12 'mechs each carrying at least one AMS with at least one AMS skill point spent, depending on how far away the LRM80 boat was when firing the weapons, that LRM80 should definitely be almost entirely eliminated, if not completely so.
But that's not the scenario we have now days is it? No, typically one team could have brought as many as 320 (or even more) ATM/LRM tubes to the match (with 3 or 4, or more, missile boats), and the other side may, at best, have a total of 6 to 12 AMS's spread across 12 different 'mechs which typically get spread out as the match progresses.
Lol, just lol. How many 15% does it take to make a 100%? That's right 7 -- thats all it takes to nullify LRMs. Versus 4x LRM20 with 56 health that will take 9.34 AMS with Overload.
If you're still not getting this, again, the AMS rework if anything would be a buff. Stock Build.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
So making any changes to the effectiveness of missiles or anti missile systems needs to be done carefully, lest we incur yet another LRMageddon.
Lol. K.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
I am against computer guided, risk reducing, RNGesus dependent weapon systems being made to be "equal" to weapon systems that require more skill and more risk to use.
You mean the the dual-arc rework that made it harder to do IDF and rewarded use of LRMs by launching missiles with LOS made it less riskier?
Erhmegerd!
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
As far as the concept of 'boating', it is apparently in the eye of the beholder. We have very silly people who consider bringing more than one of anything as boating. Arguments against "gauss boats", lol...
Don't look at me. PGI restricted to two-charge.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
But yeah, my perspective is this: If you're going to bring a build that allows you to sit back tossing IDF, with low risk, computer guided, RNGesus dependent damage, then yeah, if the enemy brings enough AMS, too bad, suck it up buttercup, bring more direct fire weapons instead, and learn to move with the group and share armor.
And my perspective is this: Listen to what the people are saying to you, instead of assuming a position that they aren't holding -- such as the false perspective of "buffing" the LRMs by nerfing AMS, which is both false.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
Yeah all this is great on paper when considering one 'mech-vs-one 'mech. But we have a game that's 12-v-12 where random number of tubes can be brought, and random number of tubes actually be fired, with random number of AMS being brought. That's on top of the various game modes where this would have actual impact: Solo quick play, group quick play, and CW.
Well, here's the thing. We can scale the perceived effectiveness, with on-paper effectiveness. Even if it's a buff from 29% to 40% downed missiles, the thing is that law of associative multiplication -- that you still have the gist of having a stronger AMS regardless.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
I just don't think you're thinking this proposed change through or considering enough actual in-game situations.
Sure, whatever you say. Stock Build.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
I believe that this change will end up being a bad thing, it more or less reduces the effectiveness of AMS as the way you have described it seems to guarantee that missiles, especially missiles fired from low tube count carriers, will always get through AMS.
And I believe that it will be a good thing, considering that it will help more with higher tube-count weapons. Why would the low tube-count missiles be an issue? They aren't the one doing 80 alpha a pop.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
So, how does it work if instead of alpha'ing missiles, they cycle their tubes one at a time? One happens when more than one AMS is present? What happens when more than one 'mech brings missiles? What happens when more than one 'mech brings AMS, and more than one AMS?
Seriously? Fixed percentage, that means regardless of whether you chainfire or alpha it, it will down a fixed percent of the volley with an alloted exposure time.
Mechanically, I assume it could be done as "Ghost Missile Health", where the individual health of missiles are reduced or increased depending on the size of volleys.
Lets say, LRM20 would have 1 HP/Missile with AMS having fixed 4 DPS. If you only launch an LRM5, that missile-health would go up 4 HP/Missile, while if you launch LRM40 that would go down to 0.5 health/missile, LRM80 would have 0.25 health/missile. In all cases, the collective HP of the volleys are retained -- they stayed at 20.
Of course, Stream-Fired Clan tech might have different health scaling per-volley and per-launcher to account for the stream. Likewise SRMs, ATMs, and MRMs should have different HP and scaling.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
Yet you refuse to consider that 'ghost heat' was supposed to be, in part, discouragement to all boating (not just missiles).
Lol. K. Believe what you want, Stock Build.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
I assumed stock builds because of what YOU stated, as a best case scenario.
Because your cognitive faculties goes only as far as "stock build", Stock Build.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
It seems like arrogant ignorance on your part to not factor human nature and all the game modes in play, and or to keep in mind the complete randomness of builds brought.
It's not my ignorance, but its your fallacious reasoning. I mean strawmen, really? Either you're a hopeless idiot, or a pathetic bullshitter.
Dimento Graven, on 08 August 2019 - 05:18 AM, said:
Yeah well, ignore the real in game experience, sure that will ensure a real working solution. Ignore the experiences that seems to indicate flaws in your theory, that's fine.
You'll always get the BEST results doing that...
Whatever. Good Luck on your streams. Stock Build.
Edited by The6thMessenger, 08 August 2019 - 04:09 PM.