The6thMessenger, on 19 March 2021 - 12:34 AM, said:
No, this ain't an LRM OP thread. But given the PTS by the Gulag, and their apparent reworking of UACs, which I like, maybe we could also fix other problematic mechanics in the game.
One of the people in the Comp, I don't want to point names, and hopefully it's not offensive to mention his statement which might make him identifiable, he told me that Homing Weapons in general, are "Bully weapons".
Honestly, I was like "wow seriously?" in disbelief, for while homing weapons do offer near 100% chance to land due to basically being autoaim homing-weapons, you have the capacity to break lock anyways. If you don't have the skills to use cover, there's always AMS cover. Compared to bonafide direct-fire weapons, if you can land your shots anyways you're just jumping through of maintaining locks and slower projectile speed than lets say a PPC, but it's much more accessible to those of low aim skill.
That being said, and let me be perfectly clear, I agree, somewhat. It can be oppressive to get narced in the middle of Polar Highlands, around hungry hungry LRM boats and there's NOTHING you can do about it -- you can hide under ECM cover, yeah, but in many cases it's just LRMs that will blot out the sun. It's a mechanic, that if you get this right, can be downright unfair.
Maybe it's time to have some sort of mechanic rework, or re-niching of homing weapons?
Your Thoughts?
Addenum:
This sounds far more like a map problem than it does a lock on problem. The systems should work largely correctly with appropriate design changes to maps which let's be honest, we're not getting. Or the ability to choose a mech based on the map. Really, a significant amount of issues with balance, and weapon tuning could be curbed with the ability to choose a mech to drop. But we're likely not getting that kind of a system either because nebulous "resources" excuses. However I do have dumpy solution using what we have now.
The system is essentially in place already with faction warfare, and would require tweaks to select a mech from a drop deck you have.
Here's my solution, a drop deck of mechs you keep, that would basically allow you to hotswap a mech out if it isn't suitable to a map(up to 4 total mechs) Within 10-15 seconds you can re-choose ONE mech, if the mech initially loaded in isn't suitable to your needs, you can eject. then redrop with another mech in your drop deck list. Animation replays as normal so you may be at a time deficit, but at least you're in a mech more suited to the map being played. (If this works, it can be refined)
This should be doable right now, with current code, and existing systems, with extremely limited testing needed, and should be easy to implement, because it literally already exists for another game mode.
LRM heavy maps can expect players to redrop with the ability to counter, hot maps can run cooler mechs, cold maps can run hotter mechs.
Should improve gameplay significantly and balance shouldn't need excessive adjustment. At the very least, balance can be looked at somewhat more objectively.
I acknowledge this is left field, but I really believe blind dropping really has a huge hand in this issue. Running a mech ill suited to the map at hand is frustrating for pilots, and really screws with gameplay. If pilots had choice to counter or attack in the map's element, I think a lot of these problems would really go away, or at the every least have a solution players could work towards.
I know I'd probably run some mechs more like my kit fox to contribute better, mostly on the basis that 3 x AMS on wide open fields makes my assault buddies much happier.
It'd also probably shake the meta up some, and allow players to make more focused builds based on maps.
I say all of this fully acknowledging that in no freaking way would this ever happen. But, I think I've outlined a potential solution to OP's issue, and possibly one that would address many others. As I really do believe a significant number of issues really are derived from stupendously inconsistent map design.