brtz, on 11 November 2012 - 04:22 AM, said:
You think bolding up keyparts makes your statement correct? Let me correct that for you: Kills matter, it does not matter who is doing them. It is important to kill your opponent because otherwise you will leave some nearly cored but still armed enemy on the field. Current implementation does not allow a face to face standoff between some atlas and an lrm awesome. You will need about 1000 missiles to kill him and he will definitely kill you while charging up the 820 meters you've got.
LRMs are currently no real thread to anybody with ams or buddies with ams. Force them to stay in cover? I just count the lrms on my opponent and if he's got less than I got I just stand in the open. I just know that I don't have to take cover.
So, instead of whining here's my suggestion:
Make LRM+Artemis act like LRMs before nov. 6th patch. They were decent. They did suppress your enemy. They enabled you to face off some assault mech. Without Artemis they should be like they are now. This way Artemis is worth its money and you can actually grind with a lrm build.
I think this is very important as any current build that relies on missiles doesn't make much sense. Take the A1 for example: By now you can either go for lrm and hope to deal enough damage before getting challenged or you can go for srm builds (as streaks got nerfed as well, which was good). Awesome has some disadvantages against Atlas now as they can't run ballistics, so they rely on energy+missile which underperformances.
So... please stop spamming this "support weapon" bs and except that lrms currently are no real thread to anybody. No decent man asks for the way they were in the 48h period. And no decent man is going to base his argument on the tabletop, as this game is a teambased realtime multiplayer shooter/simulation and no turn based game.
Shalune, on 10 November 2012 - 04:19 PM, said:
This is the problem. You are trying to ask that LRMs be competitive with other weapons and compare them directly. LRMs fill a unique role which means that these comparisons will naturally be biased towards the LRM or other weapon depending on the scenario you use. Instead we have to gauge viability on whether or not it accomplishes its intended role. You keep talking about LRMs' raw stopping power, but their main role isn't to kill things. It's a slower method of damage that has the unique advantage of accurate indirect fire. Lights spot targets behind the lines for you to hit which leads to 1 of 3 results:
- They stay where they are and die. Exactly as stupid as it sounds, this is why LRMs role really isn't to kill things.
- They retreat to heavy cover. This limits their maneuverability and visibility, allowing your team to make a move. Hey look, suppression!
- They charge your position. This forces them into your own team's line of fire to be killed.
This is why we describe LRMs as support. They create situations that are advantageous to your team, and also rely on the team to be truly effective. If your teammates are (1) not spotting for you (2) not communicating and/or maneuvering when possible (3) not covering you, then yes it's going to suck being the team's LRM boat. Again, your role is support, and your effectiveness is heavily reliant on teamwork. This is going to be very hit and miss in pugs, so if that's a problem I'd recommend another role or more solo-oriented build that combines LRMs with other weaponry.
EDIT: It was suggested that LRMs aren't currently accomplishing any of the 3 points above. However others are posting that they have had the opposite experience dealing large amounts of damage which contributed to victory. Obviously neither side is simply making up these experiences, so in some context it appears LRMs can be effective. It's impossible to tell from conflicting stories exactly what these situations are, but it does support what I've been saying about it being a situational role. I'd credit this to pugs not cooperating.
As a side note it's worth noting that an AMS bubble will negate huge portions of your damage, this is the equivalent of the enemy team retreating to cover. They're limiting their field coverage and maneuverability by sticking together and you can take advantage of this.
Edited by Shalune, 11 November 2012 - 09:55 AM.