Heavy Money, on 09 January 2024 - 01:19 PM, said:
Sure is a lot of text being spilled over a fairly simple issue:
- LRMs are strong against bad players and weak against good players
- LRMs are easy to use and hit their skill ceiling pretty fast. Afterwards, they only get better with improved positioning, which is a separate skill
- LRMs are very feast or famine depending on the makeup of a match (how much ECM, AMS, etc.)
- Due to coding limitations, the Cauldron has very few options for adjusting LRMs. They can't make any changes to the core lockon system.
- They can't take any risks with LRM power because it could easily kill the game if another lurmpocalypse happens. So they are erring on the side of caution.
- At the moment, LRMs are useable and strong in lower tiers, but not in higher (unless used in a coordinated group, like with NARC). This is about the best they can be balanced without overhauls to the LRM system. But they are too inconsistent.
- So, the best that can be done right now is to try to make them a bit more consistent by nerfing ECM and Radar Dep. But if that is done without taking something away from LRMs themselves, then they'll get too strong.
- So LRMs have to lose something. And that something is velocity.
Overall, I expect a velo nerf coupled with radar dep nerf to make LRMs more consistent and usable. It will increase the ability of individuals to dodge them, and reduce the fickleness of ECM and Radar dep just making them nonviable in some matches. And it will also increase the value of direct firing and getting close enough to land them even with lower velo.
Overlooking other points, which are debatable,
how lurms are going to be more consistent and usable if velocity and attack angle get nerfed?
Even if they nerf raderp (the very major point to start with) to make it perform at the typical levels before the skill tree change, when raderp was not perceived so damn OP. LRMs have been already velocity nerfed to the ground, taking 4X to 7X the time to hit,
once launched, than any other direct-fire-long-range weapon. This is granting several seconds to reach cover (loads of them in every map) and skip the volley.
But they want
another velocity nerf? And a flatter trajectory? Seriously? Even if raderp bonus were 0%, how can anyone, genuinely, believe that any of that is going to make lurms more usable and will hit targets more consistently?
Shineplasma, on 09 January 2024 - 01:22 PM, said:
Are they outvoted, or is the patch content you're referring to *already* directed towards making the game better for players of all skill levels?
You seem to assume a lot about a group of people you know very little about.
I guess that we'll see in a few weeks if they make the game "better" or if we just get a quite predictable major LRM nerf that anyone with a brain can expect, on the basis of prior experiences.
For example, their 1% per node raderp nerf, allegedly to make missiles more viable (lol). For example, maps reworks, like Polar or planting shitloads of metal mushrooms in Steiner Colloseum. For example, the lastest map is a cave. For example, the lastest velocity nerf because ... reasons. For example, the recent ECM range reduction that changed actually nothing for the usability of guided missiles.
Edited by Tarteso, 09 January 2024 - 03:50 PM.