"no Aiming Skill Required"
#1
Posted 11 December 2012 - 11:25 PM
This game is not and never was intended to be a FPS. It's a simulation of an incredibly sophisticated machine. It's the equivalent of strapping on a modern jet fighter.
Yes, you do probably have a cannon on board but, modern air combat doctrine says you if you need it, you've screwed up. Most of your weapons are modern, fire and forget from beyond visual range.
Stop and consider nine times out of ten even you non-missile users have locked onto your target and if you're a halfway experienced player you're using your enemy damage indicated display to put your impact point where it needs to be. You watch you're impact point, get it on the section you want and hold the trigger down till it blows off. There is no practical difference between locking on from 600 meters and sniping a section than there is locking on from 600 meters and raining missiles on someone's head.
I can't count the number of times I've died to someone sniping from the edge of lock on range. The smart pilot understands and uses combined arms. Let the missile mechs rain soften targets before you move in and finish them.
#2
Posted 11 December 2012 - 11:31 PM
#3
Posted 11 December 2012 - 11:32 PM
This all changed last patch. Now real men use streaks and LRMs.
Edited by xenoglyph, 12 December 2012 - 01:37 AM.
#4
Posted 11 December 2012 - 11:35 PM
Obadiah333, on 11 December 2012 - 11:31 PM, said:
Not really, or at least none intended. I could've approached the topic just as easily from a Combined Arms Theory perspective. Long and the short being that missiles have a legitimate place on the Battletech battlefield.
#5
Posted 11 December 2012 - 11:37 PM
It's about outsmarting and outplaying your opponent. Obviously FPS skills will help, but with targets as large and relatively slow moving as mechs, and rarity of quick kills, anyone coordinated enough to surf the internet should be able to hit their target (unless there is bad lag of course). None of the weapons take a whole lot of skill to aim, the real skill at the moment (unfortunately) is being able to account for lag and netcode, which missiles can bypass.
#6
Posted 11 December 2012 - 11:42 PM
Edited by xenoglyph, 11 December 2012 - 11:42 PM.
#7
Posted 11 December 2012 - 11:46 PM
Suggestion... fix all the old bugs before introducing new unbalancing mechanics to this game! Stop adding content that hides problems... FIX IT!!!!
#8
Posted 11 December 2012 - 11:47 PM
works like magic on this forum.
#9
Posted 11 December 2012 - 11:47 PM
And as the guy above me said, maybe I should rage harder about balance. but thats not my style. I hope they give LRMs a bit more of a role, and even streaks Idont have a huge issue as long as they dont all hit CT.
Edited by Cerlin, 11 December 2012 - 11:48 PM.
#10
Posted 11 December 2012 - 11:48 PM
If an action requires more skill, it should be more rewarding.
I'm fine with homing weapons existing, but they should be much weaker than the ones that require aim. In MWO, homing weapons are indeed weaker against large and slow mechs (because they can't target individual sections), but they tend to be much better than aimed weapons against small and fast mechs (because aimed weapons can miss and it's very difficult to aim at specific sections on a tiny mech moving at high speeds).
#11
Posted 11 December 2012 - 11:51 PM
I tend to run lights with a big gun and shoot out knee caps first.
#12
Posted 11 December 2012 - 11:53 PM
Edited by Khan Reaper, 11 December 2012 - 11:57 PM.
#13
Posted 11 December 2012 - 11:57 PM
HybridTheory, on 11 December 2012 - 11:46 PM, said:
Please continue to add the appropriate systems to the game. LRMs were too strong before AMS, then AMS was introduced and everyone complained LRMs were useless for two weeks, then people figured out what to do, LRMs were buffed (or fixed, and then Artemis was added) and LRMs were too strong again until ECM was released. These systems are part of Battletech, they need to be in the game, the devs will balance them, it just takes some time. That's why this is a beta. As a community in general, we need to stop overreacting because our favorite OP build was nerfed, or because the devs bring the game more inline with what Battletech is supposed to be about. Asking the devs to stop adding new content is ridiculous, most of us here look forward to new content on Tuesdays and can't wait to see the new systems, mechs, maps, vanity items, whatever.
#14
Posted 11 December 2012 - 11:58 PM
It means that for all these functions we need teamwork - even passive teamwork.
LRM players needs to think about what:
-Targets now are outside of ECM influence.
-Target is TAG'ed or NARC'ed
- Outside of minimum range
- Targetable but in cover
While the REST of the team in order to HAVE LRM support fire
- Must take out ECM
- Must TAG / NARC
- Must nullify enemy ECM
Etc...
But we cannot compare it to a Jetfighter, if we have to I'd say the A10 Warthog.
It has missiles, it has a 30mm rotary cannon of death and ALL weapons it has is a main weapon. If you talk about having a cannon to use when you screw up then you must mean the MG's and not the AC/20.
Also, I have no NEED to lock onto my target. I just watch for a silhouette of an enemy in the distance and start blasting him with X3 AC5's - those ARE my primary weapons.
#15
Posted 12 December 2012 - 12:07 AM
Khan Reaper, on 11 December 2012 - 11:53 PM, said:
Fair points....consider this.
Your keeping your target reticule over your vitem much the same way as a LRM driver has to. They need to hold it at all times to keep lock, otherwise they dumbfire into the ground. Similar to your leading the target. Now factor in the slow flight time of the missiles on a target 800m away. They don;t hit within a second like Ballistics or PPC/ERPPC's do, but take a good 3-5 seconds.
Nowe you've got your missile lock, but before you fire, you have to take into account the opponents movement, how they are traversing the terrain. Are they hiding behind cover which my missiles will impact. Where will they head to when the "Incoming Missiles" flashes across the screen. These have to be taken into account as part of the GOOD LRM boat captain before they send in the rain. Which means they have to be in the right firing position.
You can tell a Great LRM pilot from the average, by the amount of Assisted kills they get. They don't get very many killing strikes, but plenty of assists. There job is to pound and pound, and by being in the right spot to do so. They also don't wastw ammo on blowing up terrain.
Terror Teddy, on 11 December 2012 - 11:58 PM, said:
It means that for all these functions we need teamwork - even passive teamwork.
LRM players needs to think about what:
-Targets now are outside of ECM influence.
-Target is TAG'ed or NARC'ed
- Outside of minimum range
- Targetable but in cover
While the REST of the team in order to HAVE LRM support fire
- Must take out ECM
- Must TAG / NARC
- Must nullify enemy ECM
In response to this...
Do you need to equip multiple electronic suites to make lasers and ballistics a viable weapon?
Do you need the assitance of other mechs in targeting opponents outside the 750 to fire Guass and PPC without having them have a big flashing red light say "Incoming" before they get hit?
#16
Posted 12 December 2012 - 12:07 AM
#17
Posted 12 December 2012 - 12:09 AM
#18
Posted 12 December 2012 - 12:19 AM
Additionally, a lot of the skill that is now required to fire a volley of LRM's wasn't there before ECM. So while I agree that NOW there is some, if not a lot, of skill involved in using lockable missiles, it wasn't there before (at least not as much as it is now), certainly making LRM's pre-ECM much easier to use than non-lockable weapons. Which makes the ECM OP arguement that much more impotent. It almost seems that Missile Boats are angry because they actually have to think now before firing that volley.
#19
Posted 12 December 2012 - 12:20 AM
This is legitimate advice for killing lrm boats.
#20
Posted 12 December 2012 - 12:33 AM
Streaks are fairly easy to use
Lasers are a bit harder
Dumbfire SRMs are somewhat harder
Ballistics are even harder
LRMs currently I'd say are hard, but only if PUGing, with a team and a dedicated supporter or two it's not too hard.
Ideally the effectiveness of any system should scale with how difficult it is to use said system, as well as with the sacrafices required to use said system.
Streaks are pretty much the easiest weapons system to use, and they require next to no sacrifices. Therefore they should be among the least powerful weapons. (Not counting ECM, which at this point most people realize it needs tweaking).
TL:DR if a weapon is both easier to use, easier to mount, and as or nearly as effective, then what's the point of having the harder to use systems at all?
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