pinetemplar, on 27 October 2021 - 01:21 PM, said:
You just made the headshot problem even worse they i described it LOL. I am not arguing that you can actually make steps to minimize them or that they happen every match - my point is when it happens it makes game worse not better. NO ONE has argued against this so i presume all agree LOL.
Yes "technically" you are correct - indeed there are obstacles that provide complete cover from LRM but it feels like 90% of obstacles don't cause when i press my mech against them LRMs still hit my mech maybe due to weird angles when fired without direct line of site when they literally fall from the sky. And i definitely will look into all this ecm staff although i believe not all mechs have them.
See you argument "team doesn't pay attention" is also technically correct but completely wrong. In Tier 5 matches they don't sooooo yes it is a problem. And maybe i just have to get used to it but for now it is still a problem for me and i presume for most beginners.
For the headshot thing, honestly, I don't have an opinion on it one way or the other. They simply don't happen often enough to affect games. Heck, I asked about them in high-level competitive matches where everyone's got good aim and knows hitboxes, and apparently they rarely happen there too.
For the LRM thing, this will come with map knowledge. You'll pretty quickly be able to tell which cover works against LRMs and which does not. I do agree that there are a number of pieces of cover which
feel like they should protect against LRMs and do not, but these are relatively rare. Put it this way: I'm a pretty decent player and I've died to LRMs -- as in, the LRM was the primary reason for my death, and not "an LRM took down my CT when I was being fired on by seven mechs at the end of a stomp"-- maybe like twice in the past few months? What you could also do is invest a few points in radar deprivation nodes, which will cause enemy LRM boats to lose targeting on you much more quickly when you break LOS.
Light mechs are difficult to hit in general, but this is by design, as they carry very little armor. Certain of them do carry quite a bit of firepower, like Piranhas, but like ... take the PIR-3 for example. It has a max of about
23 armor on its CT before skill trees come into play. With max survival that is less than 30 points of armor on the most heavily-armored part of the mech. The number of medium, heavy, and assault mechs which can blow through those 30 points in one shot is, well, most of them these days. And that's not taking into account the even weaker side torsos or legs. What happens at lower tiers (and at higher ones too although less often) is that people see a light mech and they freak out because they're difficult to hit, and either their aim completely collapses or they just ... stop firing back at it. It's frustrating when your team doesn't pay attention to a light, but if you keep in mind that you only need to get one or two good alphas on it to kill it, cripple it, or drive it away, then it becomes much less of an issue.
Let me give you an example, right. Mostly I play meta builds, and the one I like quite a bit for the FS9-A, a light mech, is one of my top performers -- 8 SPL and a big engine. I average about 433 damage in it. Pretty good! Sometimes, though, I like to mess around and play weirdo builds, like a Charger-3K with a humongous engine, lots of JJs, two SRM6A, and 4 MPL. Not a lot of firepower there! I average 457 damage in it, 'cause in order to make an impact in a light mech you have to put in a
lot of work, and you only have to round the wrong corner once to get completely owned by a big alpha. Assault mechs have a much easier time putting out damage, even bad ones.
Edited by pattonesque, 27 October 2021 - 01:50 PM.