With that in mind, I would like to make a few suggestions related to LRM and SSRM accuracy and lock-ons, and the use of TAG and NARC equipment.
I've recently been on the receiving end of several matches where indirect fire has ended my match after a minute, and I have been on the receiving end of four or five mechs worth of chain-fired LRM5s and 10s. So, yes, there is some emotion, though I will try to wash it out for sake of clarity.
I have experience with the TableTop, that this game does at least say it tries to emulate, and the ease and effectiveness of co-ordinated spotting and indirect fire does strike me as being out of line with the tabletop rules regarding it.
In the tabletop, while spotting and indirect fire IS effective, it requires more time to set up, a turn of inactivity while in direct LOS and exposed to enemy fire. I'll make it clear now; I'm not suggesting that spotters be forced or required to not engage targets they designate, nor to be required to stand still. But the most valuable part of it is the fact that it leaves fragile rear-line mechs out of direct fire roles, and still able to enact righteous fury upon your opponent.
Instead, what I propose is something akin to 'transmission lag'. Cause indirectly-fired LRMs, LRMS on mechs without direct Line Of Sight to target, to fire on the target's position from a few milliseconds ago, or otherwise have reduced accuracy. Also an option, is for targets lit up by mechs who are currently locking on with their own missiles, to not be able to transmit targeting data to other mechs without LOS.
Which brings us to a positive use for the NARC beacon. The NARC as an item, by it's desription, is a physical beacon which is applied to enemy mechs by use of a rocket motor. Indirect targeting of a mech that is both lit up by a spotter, and under a NARC beacon influence, would then remove the penalty for indirect fire accuracy.
The TAG laser, too, could work the same way, and then a bonus is applied if both a TAG and NARC are active on a mech outside of the mech firing's LOS.
Say that there are three mechs; A, B, and C. For ease of demonstration. Mech A, a hunchback, is standing with a wall between himself, and mech C, a catapult. mech B, a raven with NARC and TAG has full view of mech A.
Under current rules, as far as I have been able to observe, mech B would designate Mech A with 'r' (or equivalent rebinding key) and mech C would be able to unload their choice of indirect fire goodness with equivalent accuraccy to direct fire.
Under my proposal, Mech B could still designate Mech A, Mech C could still fire, but even at the stock hunchback's 64.8kph, Mech A has a chance of evading some of the missiles. Mech B could hit mech A with the NARC and them mech C's LRM's of great justice would be targeted with full accuracy. If Mech B were to also use TAG, the two bonuses together would be the same as NARC or TAG alone on a mech that is not behind cover.
As for SSRMs, the TAG and NARC bonuses are inconsequential, as the 100% hit rating applies. However, with clan SSRM4s and 6s coming out, everybody has their two bits for balancing these weapons. Which I would have to offer my own comment, which is; Limit the firing arc of the missiles to close to boresight. SSRMs are accurate, short-range, and effectively 'shotguns', if one forgives the LBX or loads it with solid slugs.
By limiting the firing arc of the SSRM to the front 45 degree arc(or thereabouts), you can maintain that 100% accuracy, but limit their ability to strike with relative ease at faster-moving targets.
Again, a demonstration. Mech A, an Orion . Mech B, a Jenner. Mech B is running around Mech A with impunity, Mech A has SSRM2s. Under current rules, Mech A can have target lock on Mech B, and regardless of torso angle, can fire on Mech B with SSRMs, scoring guaranteed hits.
Under the suggested rules, the SSRM2s on mech A, can only fire when Mech B is 'in front' of the launcher, in this case, a torso mount, limiting Mech A's field of fire to view straight ahead. Alternatively, SSRM2s on the arms would have a wider field of fire, but only be able to fire within a 45 degree cone around the SSRM's 'source'
alternatively alternatively, Mech A is a skilled pilot and has scored many hits on the Jenner. Under current rules, Mech B can make rapid passes, firing SSRMs at the last minute and score hits as they run past the Orion, leaving themselves less open to hits, and have chances to hit rear and side armour.
under the suggestion, Mech B would have to slow down and track the target in order to make the same shot, or make the shot on the approach, giving Mech A more chances to turn their torso and instead catch the missile on the arm, or on armour that is less damaged.
Those are my suggestions regarding missiles as they stand. The angry part of me wonders why four LRM5s seem so much more effective than a single LRM20 when the same number of the same missiles is being fired, and why my AMS only seems to drop, at most, two or three missiles from the clusters fired at me, but he shall be silenced aside from passive-aggressive mumblings.
TL,DR; Make indirect LRMs less accurate, counteract with NARC/TAG bonuses, limit SSRM field of fire to cone originating from launcher.
EDIT; I'm aware of the typo in the thread title. If someone could fix that, that would be great.
Edited by Houseckat, 10 January 2014 - 01:10 AM.