all have dont tests with LRMs and each have their Own Views and Thoughts on them,
however i will be using their Science to advocate for Spread Normalization,
Thank you,
VirtualRiot, on 09 September 2015 - 01:02 PM, said:
Which set of LRMs is the most effective? Four LRM 5, 2 LRM 10, 1 LRM 20.
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Hypothesis:
Since all sets of LRMs launch 20 missiles, they should be similarly effective by salvo size (ex. 1 salvo of 4 LRM 5 should be as effective as 1 salvo of 1 LRM 20). They will be dis-similar in time to kill as LRM 5 has shorter cooldown.
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Experiment:
Tested the various combinations on a GRF-2N on Frozen city against the same target @210m. All tests were preformed with Artemis IV FCS. All variables were equal apart from the LRMs.
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Results:
4x LRM 5: Target destroyed in 14 seconds using 5 volleys.
2x LRM 10: Target destroyed in 20 seconds using 6 volleys
1x LRM 20: Target destroyed in 49 seconds using 11 volleys.
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Conclusion:
4x LRM 5 displayed ~350% faster kill time vs 1x LRM 20 and 143% faster kill time vs 2x LRM 10.
4x LRM 5 used 2.2 times less ammo to kill that target vs 1x LRM 20 and 1.2 times vs 2x LRM 10.
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Final Thoughts:
LRM 10 and 20 spread should be reduced to have a similar salvo kill time versus LRM 5.
VirtualRiot on (Lrm !science!)
Sader325, on 12 April 2016 - 03:23 PM, said:
Why? Because your LRM 10, 15, and 20s still do the same effective damage as an LRM 5 simply because the spread of the LRM's is too damn high.
What other weapon gets punished this much for getting bigger? A clan UAC20 doesn't spread its bullets all over the place just because its an UAC20, every bullet from the uac20 follows the same exact path, varience comes from a moving target.
So I suggest a simple fix for all LRMs.
Clan LRMS:
Clan LRM 10, 15, and 20 will have the same spread as an LRM 5.
Nothing else will change, reduce the spread to 5's and you have now made LRM 20's just as viable as 5's.
Inner Sphere LRMs:
Innersphere LRM's will now fire in chains of 5's (think clan UAC)
IS LRM 20 will fire 4 groups of 5 with the same exact spread as an LRM 5. The rate of the chain fire can be adjusted, but for now lets say .1 seconds between groups.
There LRMs above 5s are now viable.
Navid A1, on 12 April 2016 - 05:00 PM, said:
I made a similar suggestion a month ago in this thread: http://mwomercs.com/...ost__p__5084012
Navid A1, on 17 March 2016 - 12:53 AM, said:
And this is the current spread values:
Sader325 on (How To Make Lrm's Not Terrible. Yea We're Buffing Lrms)
Navid A1, on 19 August 2016 - 05:44 AM, said:
While its main focus is on direct fire alpha... it makes an already bad issue even worse.
LRM5s are the king of the indirect weapons in terms of weight, efficiency, dps, accuracy... pretty much everything.
A role that should have been carried out by LRM20s and LRM15s
Currently you can fire 3 LRM5s with no consequence... with energy draw you can fire 8 of them with no consequence.
Meanwhile You can only fire 2 LRM20s or LRM15s which are heavy, ammo wasting, have massive cooldowns and are highly inaccurate.
here is a comparison:
8x LRM 5s (at 16 tons)
2x LRM 20s (at 20 tons)
The solution:
- DO NOT ANNIHILATE LRM 5s
- Normalize spread across all launchers of all sizes (LRM10 levels) and introduce a new mechanic:
example:
I know it may sound harsh to some of you.. but please take a look at how LRM20 would be if it had LRM5 level spread:
8xLRM5s fired with LRM20 cooldown to simulate 2xLRM20 with small spread:
As you can see, even if you reduce LRM20 spread to LRM5 levels you get:
8xLRM5 at 16 tons and 8 crits killing an atlas in around 30 secs
2xLRM20 at 20 tons and 10 crits killing the same atlas in around 50 secs
Seems pretty fair to me.
What do you think?
Navid A1 on (Lrms And Energy Draw)
Bishop Steiner, on 16 March 2016 - 02:47 PM, said:
It's just basic common sense.
When dealing with BALANCE, 6x LRM5 should be equal to 2x LRM15 or 3x LRM10, and slightly inferior to, 2x LRM20.
But due to the cooldown and spread mechanics, if one does use LRMs, LRM5s, en masse, preferably 5-6, are the way to go. Be you in a Jenner IIC, a Mad Dog, or the Archer.
• IS LRM20 spread reduced to 6.2m (down from 7.0m). Cooldown of the weapon from 4.75s to 5.5s.
• IS LRM15 spread reduced to 5.2m (down from 5.7m). Cooldown of the weapon from 4.25s to 4.75s.
• IS LRM10 spread reduced to 4.2m (down from 4.3m). Cooldown of the weapon from 3.75s to 4.0s.
• Clan LRM20 spread reduced to 6.2m (down from 7.0m). Cooldown of the weapon from 5.0s to 6.5s.
• Clan LRM15 spread reduced to 5.2m (down from 5.7m). Cooldown of the weapon from 4.5s to 5.5s.
• Clan LRM10 spread reduced to 4.2m (down from 4.3m). Cooldown of the weapon from 4.0s to 4.5s.
Not sure offhand what the LRM5 base spread is. TBH. IS has a cooldown of 3.25 seconds, Clan, 3.5.
Heat? Supposedly one should run HOTTER using multiple 5s, but especially since Chainfire is a norm, it really doesn't seem to be much an issue, whereas I do know any mech running 2x LRM20, get toasty, rather fast. Part of that, I'm sure is the extra 2-4 tons one can save for DHS depending on build.
Anyhow, simple fact, 6x LRM5 whether Clan or IS, is resoundingly better than 2x LRM20, which is insane since you are comparing 12 tons (6 for clans) of weapons vs 20 (10 for Clan). And Artemis does little to matter.
Ideas?
LRMs. Add 100 m/s to base velocity.
Give ALL Launchers the same spread pattern (because mass, crits and slow cooldown is more than enough tax on the big launchers, already), Probably the LRM10 pattern, and a little tighter with Artemis.
Give LRMs another 100 m/s speed boost if they are homing on NARC'd or TAG'd enemies, and the hit pattern should be based on the Location the Mech is Tagged or NARC'd with the obvious changes for facing. (AKA if you are in front of a Mech that is TAG'd or NARC'd in the REAR RT, then the damage pattern should be focused around the FRONT RT as they take the shortest route to the designated area.)
Shorten Lock Time with LoS but make it more Pipper Dependant (I think it already has been tightened some that way, seems like I drop locks way easier now), increase them without LoS. Of course, NARC and TAG Would shorten the Lock again, but still be based on LoS/No LoS.
Then with LRMs being semi effective, we can stop worrying about stupid levels of quirks to achieve effectiveness, and maybe give it mild cooldown/heat gen quirks, and call it a day.
Or even Missile Lock speed/duration quirks.
*EDIT*
Found this fascinating thread on Mechspecs, too
https://www.mechspec...test-lrms.8298/
To summarize my current thoughts after 18 pages of discussion:
(mind you there are changes I would love to make, but realistically know that they won't)
1) Normalize All Launchers to LRM10 Spread, including the LRM5
2) Bring the Cooldown Closer together, but not identical.
3) Perhaps give smaller racks slightly shorter lock times
4) With Artemis, add 100 m/s velocity and tighten all size Launcher Spread to LRM5 level
5) Indirect fire without aid of NARC or TAG all Launchers use LRM15 or 20 spread to reflect general inaccuracy of unaided indirect fire
6) LoS LRM Launch in flatter trajectory, Indirect Fire in Rainbow Trajectory, and lose any Artemis Bonus unless target is actively TAG'd or NARC'd.
Would enhance the Effectiveness of LRMs in general, while punishing BADs in sloppy LRMAssaults who expect people to hold locks for them, and also enhance usefulness of Legit Spotters, to some degree.
Bishop Steiner on (Thank You ACR: For Highlighting The Inherent Flaws In The Lrm System)
here are the Current Spreads and Cooldowns,
Type,....Spread,...Cooldown,.....(Clan)
LRM5,....3.0m........3.25sec,....(3.50sec)
LRM10,..4.2m........4.00sec,....(4.50sec)
LRM15,..5.2m........4.75sec,....(5.50sec)
LRM20,..6.2m........5.50sec,....(6.50sec)
the common Consensuses is normalize all Spread to 3m-4m,
and keep the cooldown, this way all LRMs are balanced to each other,
Again this Topic is to see if the Community would like to See all LRMs as Useful,
Large Launchers at this point arnt worth taking, even for support(Ammo),
=0= (Please Vote) =0=
Thoughts, Comments, Concerns?
Thanks,
Edit- Quote Fixed,
Edit2- Updated Navids Post,
Edit3- Added Bishops Topic,
Edited by Andi Nagasia, 29 August 2016 - 06:31 PM.