KingCobra, on 28 January 2024 - 10:53 AM, said:
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------- And this comment is exactly why the Cauldron need to go they have basically neutered so many weapons in the game missiles are so bad now you're lucky to even hit targets with them there velocity is gone there firing arcs are gone their damage ratios are all destroyed from short range missiles to long-range missiles all in favored of sniping and new weapons that they prefer to use for themselves and their friends which are sniping weapons mostly for the Calderin and their buddies. The Cauldron don't care about the game as much as what their friends and their groups friends want and that's why they need to disappear MWO does not need Whack a mole balance in MWO anymore. And don't expect thunderbolt missiles to be OP very long before they nerf them in favor of what their Pals want them to do.
Have you tried playing a medium or mobile heavy 'Mech with a reasonable number of LRM tubes and firing from 400-600 meters into the fight, rather than playing a superbloated assault 'Mech with 120+ tubes that moves 30kph at best and never fires missiles at any distance less than 900 meters?
I've recently been playing with Howl (a TBR with MASC
and jump jets with BattleMech construction rules and a SuperMegaUltraQuirk for one of my favorite weapon types? How could I resist?), and it's proven hellaciously fun. I'm rusty as **** after a year off so it doesn't always put up numbers, but playing it as an aggressive roving fire support platform angling for direct shots is more fun than it has any right to be, and
way more effective than slinging ATMs at their maximum range even if that maximum range is
utterly bugphonk ludicrous for Howl. Even before hiatus and Howl, my best LRM machines weren't assault 'Mechs with implausible numbers of tubes, they were Stormcrows that mated ~40-odd tubes with a big double battery of red lasers to defend myself with, finish wounded targets, and assist in Final Pushes.
The bloatboats
do not work in Puglandia, KC. They only work in comp play, when they even work
there, because compy players can actully coordinate well enough to ensure solid indirect locks. Puglandians don't have that luxury, they need to be able to see to their own locks and their own defense. If you're going to play a build that only functions while in the presence of a particular teammate and then play random QP matches where the odds of that teammate actually being on the team are well below fifty percent, you're honestly kinda inviting poor performance, ne?