Hi Daeron
So I guess this one goes in new player experience, but it's really about what happens just after the new player experience. Sorry for the "wall" of text, but you're an old geezer like me so it should be just a "page"...
For me, I started with an atlas because that's what my role-playing character had, and I was using a computer that was theoretically playable but below recommended specks. My hit registration was horrible with anything but lockable weapons (when I got a new machine my damage scores with Laser, Dakka, and Splat all jumped hundreds of points). So I was mostly an LRM and streak guy. When I learned how fast you could die, I took all my armour to the back, used IDF, and stayed out of the way... with the results you would expect.
When I learned more about the game I tried to come forward and started playing builds with mixed loadouts. I got good at playing builds that combined some DF and some IDF. Eventually the new computer came along and I was shocked at how easy the game had become, so I started playing a lot more pure DF builds. I probably spent more time in Tier 5 than anyone else still playing. I doubt I'll ever be better than the tier 2 pilot I am now, "Real Life" being what it is.
- Point one: From my perspective, the route out of the LRM assault boat, hogging armour while praying no lights find him, to becoming a front line brawler is best achieved by
time in a mixed build.
The worst thing about this game is Nascar. While some may disagree, I doubt anyone will find this sentiment controversial.
So think back before the Nascar. Remember "Lurmaggedon". Everyone had AMS or ECM, and many people were playing mixed builds. Seeing one or two lurms on a mech was a common sight. There was lots to see because the servers were hopping. But eventually people who don't think rainy days should be part of the game advocated for changes. The tug of war between boaters and haters eventually left mixed builds out in the cold, so most people stopped playing them. This left the boaters with no easy route to learn their way up.
Not long after that the medium mech players stopped thinking of assaults as something to support. They were just dead weight boaters who were going to die anyways. So they rushed ahead to score their boater kills first. Even Tier one players had to adapt, and we've been running around in circles ever since.
- Point two: The LRM changes since "Lurmaggedon" seem to have been made without considering the play style of the mixed build player.
Consider the lock on changes. When the angle available for holding locks was shrunken it may have taken more "skill" to use lrms for boaters, but it destroyed the ability of the mixed build player to defend himself with a torso twist unless he gave up the firepower of the LRM portion of his build. It's a minor inconvenience for a boater, but it has a huge effect on someone up close and personal lobbing lrm fire just over the heads of his brawlers.
Assuming you can't splash damage with jump jets, the only other way to defend yourself is to peak. The introduction of new locks based on DF and IDF took away the mixed build player's ability to peak. It can be hard to notice at first, given friendly players on the minimap and UAVs, plus the fact that your spotter's target decay will help you for a moment. But anyone playing mixed builds before the changes noticed it quickly. Your own target decay no longer mattered if you mounted an LRM. Without something else to see the target, a loss of direct line of sight immediately cost you your lock. And that includes always using max target decay.
It's counter intuitive. Locks received from a teammate on the other side of the field who isn't even aware of you are stronger than a lock you go forward an get yourself. This means you get fewer effective shots off per exchange, and no amount of velocity can change that. For mixed builds this was huge. You absolutely need your three seconds or more, so you can hide behind a hill crest or building for a critical moment or land that last IDF shot as the target hides.
- Point three: Always think about play styles. The more the merrier, so long as they are balanced.
I may hate stealth and artillery, but others love them and they aren't OP... so they stay. I may have loved the style of the mixed build, not in first line or second but dancing back and forth as the battle warrants, but that's not why I'm making the points I am. Healthy performance from mixed builds is how the not quite new player moves up. We lost that.
The LRM velocity increases were given with the stated intent to make LRMs effective long range weapons. Presumably older lore loving players with money to spend would have liked this. But those are the people who also like stock builds. How many of the stock builds carry one or two LRMs? If you had been thinking about play styles instead...
ATMs were another good example. When they went around corners they were fun to play and fun to play against. After all, you just had to peek in a place where you could step back two steps instead of one... but you had to think about it, which made them tactically rich. Instead of balancing them with heat, range, damage etc... they took away the play style.
So that's my long winded thought. Beef up the mixed build performance to make it easier for the almost new player to move up. LRMs need to integrate smoothly with direct fire weapons.