I'm looking to upgrade but I still like my Hunchback. Usually in the top 3 in XP and damage output is in the high 200s - low 300s. I wouldn't call it pointless because they can surprise a lot of heavies with their punch or outwit lights by being able to keep up.
I couldn't find a heavy or Assault that I liked so I decided to buy a Raven 3L instead. My favorite heavy is the Timber Wolf which won't see the light of day anytime soon :/
With Catapult, assuming my team mates can get rid of the enemy ECM, can do 400+ damage easily. More than any medium i piloted could. Of course if the ECM can't be dealth with, i'm worthless... but that applies to ALL missiles and missile boats. The system needs some tweaking, make doing damage less important for gaining C-bills and XP. Scouting and other assisting activities should be possible and worth more as well.
Oh and that damn cookie-cutter Raven 3L build everyone's using? It does more damage than mediums do. Assuming competent pilot of course... not that you need much skill with ECM protecting you and non-Streak weapons doing very little damage to lights due to 120kph+ speed.
As much as i like mediums, i don't see much point in them, when lights and heavies can do pretty much anything they can do but better.
And unfortunately i can't see that changing in the future. It is inherent problem in them... if repair costs were in, they'd be more useful, cheaper to maintain. But that wouldn't be enough.
Both myself and the people I play with have used TAG and LRMs to great effect.
I doesn't counteract ECM completely, but the reality is, ECM *isn't* literally everywhere. You can find openings, and TAG is the device that helps leverage those openings properly.
If you think LRM boats are useless, it's because you don't know how to play a LRM boat.
It's funny, because I was just reading the MWO forums (which I think you'd like; they like to QQ too), someone was complaining about how skill-less LRM boating was as well; as if they were god mode.
No; the skill isn't in aiming (although with TAG it is to an extent), the skill is in positioning and maintaining the appropriate distance and awareness; attacking and softening up targets is the point of the LRM boat. It's role differs from direct fire mechs - and despite ECM, it's still quite useful and successful in that role.
ECMs are the correct meta-counter against LRMs; prior to them LRMs were everywhere and utterly devastating... and prior to that, they were playing around with several variables including damage and speed... but it always ended up with low-skill players boating LRMs, because it's stupid easy to just click and launch if you don't have to move around to get a good target, opening and angle of fire with LRMs.
Note that i'm playing purely with random people, not having enough people in my friend list (1 entry) for a group (and probably not grouping up anyway until the game has in-built voice communication system that actually works... not bothering with external software for casual gaming). And considering how common this is going to be, randoms with randoms, the game balance should take this into account.
I'm not saying LRM boats are useless. I think ECM is too powerful. I know how things are without ECM, with LRM boats in play. I was the only LRM boat in one match, enemies didn't have ECM: I did ridiculous amounts of damage.
The problem is, the moment ECM enters the play, the LRMs (boated or not) become absolutely worthless (at least against those protected by ECM).
TAG might work with pre-mades but with randoms as i play, it is pointless, it does not work as proper counter to ECM.
How ECM should work: Make long range detection more difficult and reducing the range detection can happen, allowing people covered by it approach until they're in optimal weapon range.
What it shouldn't do: Create an impenetrable stealth bubble.
With how i suggest the ECM should be, LRMs wouldn't work at long range without a spotter. At mid range lock-on time would be slower and the enemies would be withing firing range but LRMs would be still viable weapons, though more of support weapons as they should be.
Friendlies wandering into enemy ECM couldn't target enemies, be cut-off from comms (well, canonically anyway, in-game no effect) and radar sharing (very big thing), which probably kills them. Bringing a disruptive bubble to enemy formation would be very useful.
This would give use for ECM, TAG and LRMs, and if the LRMs were a bit too powerful afterwards, they could have their damage reduced slightly (1.8 per missile to 1.5 per missile?) along with heat increase or something like that. Or ECM can be made a bit more effective. But it should't simply make one third of the game's weapons kind of pointless just by existing, just reduce their effectiveness in certain situations.