I just popped on for the first time in a couple weeks and OH MY GOD the PUG lurms are redonkulous! Seriously! At LEAST half of the enemy team had a least one LRM10 launcher. It was just a game of hiding and fighting in the shade... So I pulled out the trusty old 3L and ruined some jackasses day. I now cringe for every skillless try-hard who uses their locks instead of their eyes and reaction speed.
On the topic of very mixed up weapon loads.... *looks at Blagg's attempt to fill every hard point with a different weapon*.
Well, flexible builds able to fight at different ranges usually aren't as focused as pure brawlers or pure fire support builds. And in addition to this they are inherently more difficult to play. On the other hand there's no reason why an assault mech shouldn't take an LRM15 (for example) if the mech's weight allows to so. If you're able to use the mech well, the more power to you. Look at these for example: Both mechs are working incredibly well for me. Those aren't your standard 'stand back and spam LRM', 'stand back and snipe the hell out of you' or 'storm in and alpha everyone' builds, so they will look strange for quite a few guys. Long story short, a mixed weapon loadout is no sign for being a bad build or mech at all.
I found the crowning build in a Jenner the other day...two games in a row... PS, possible build construction
Seems like alot of ammo for a single LRM5 . . . not kidding, that's ALOT of ammo! Did the math, and basically: he'd have to fire for over 5 minutes straight, WITHOUT STOPPING in order to use up that much ammo. And that's already taking into consideration an LRM5 cooldown module (at level 5). So, 5-minutes+ of non-stop LRM fire? Not a very plausible expectation, considering Lock-times, repositioning, minimum-range-problems when using the Small Lasers . . . it's just way too much.
Ok, I have my LRM Centurion with 3 launchers. I know, I should get in close and face tank assaults with it. Bonus points for the single machine gun >< "Underperform" was definitely the word of the match for this one.
Have to be honest and say I think stock zombie cent is weak until its doubled as you can't effectively spread damage until you can twist at max etc. Struggled with levelling that one until I doubled it then it was like I stepped into a new one!
I don't understand the fascination with LRM's like they're some sort of super weapon. It has crossed my mind that a lot of these might be new players who are bad at aiming, but using LRM's isn't going to help that. Nor is it going to help improve their score. LRM's can be deadly and are certainly annoying, but they're so easy to avoid unlike lasers, and ballistics, and SRM's. In fact I've come to view LRM's as a suppression weapon, like AC2's. You can use them to force an enemy back into cover and pin them in a location you want them to be, even if you don't do much damage. But too many players don't understand this and do not understand that certain mechs work better for this.
Incidentally, I made a second account to play with my housemates for their first games, and tried out the Trial Atlas for the first time...and realized it has LRMs. That is probably contributing to some of this...