If you do not read this and want the short version - too bad, please do not even comment as you need to actually use your brain not just chuck off ridiculous L2P one liners. Please be considerate and actually pick apart my argument if you can, or agree or look at ways it might be adjusted.
As most people who are thinking critically about the game know - ECM is not the real problem. The way LRMs and SSRMs work led to ECM being the guidance killer because guided missiles were easy mode. So now guided missiles on your ECM is easy mode to a degree. Problem not solved.
ECM will wait. First, let look at guided weapons systems and look to see how they can be balanced WITHOUT ECM first as this will allow a totally fresh look at what ECM can and perhaps should do.
I look at all systems in a few ways. What they are trying to achieve, their drawbacks, their counters, their cost (not cbills we all earn cbills but weight and crit space is always limited) and so forth.
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LRMs
Pros
- Direct fire
- Indirect fire with spotters
- High relative damage
- High accuracy due to guidance
- Decent heat for effect
- Minimum range
- Slow travel time
- spread damage
- Dumb firing is vastly inefficient
- Ammo dependant
LRMs provide two roles. A hard hitting accurate direct fire support that spreads quite a lot of damage over enemy mechs caught in the open. This is where they excel and probably should excel. Indirect is just as good. You can sit behind a hill without a line of sight as long as someone is giving you a target and engage without any direct fire coming back at you. The only real issue is someone getting in under your range - if you are a LRM boat this is a death knell unless your team is protecting you which they often are.
This is a hell of a lot of advantages for a few significant disadvantages, Without ECM it is easy to get enemies locked up and spam missiles without any fear form being hit yourself. What SHOULD missiles be to give them a role, a niche without being overpowered? This is my personal view:
LRM purpose:
- Provide powerful direct fire support when you have line of sight to targets at the disadvantage of exposing yourself to direct enemy fire.
- Should require skill to gain maximum effectiveness form direct fire LRMs
- Should provide indirect fire support without line of sight due to spotters
- Indirect fire should be less effective as you do not need to expose yourself to enemy fire or require any skill in aiming.
- It is meant to deny the open area at risk to yourself - and flush out campers in cover with little risk but horrible ammo efficiency.
Provide two types of fire with a toggle switch: Direct and indirect.
- Direct fire would make your missiles fly in a flatter faster arc with a tighter grouping as long as your mech is in line of sight of the enemy.
- If you lose line of sight the missiles will attempt to track the target very poorly and scatter like a SRM does at range making it near useless.
- You gain a tighter grouping if you keep your reticle trained on the enemy mech. Each time your reticle leaves the body of the mech the missile spread increases drastically. This means you manually guide the missiles in, but if you do not it simply means more spread damage.
- This would make a direct fire LRM weapon something that requires skill, but would reward that skill with much higher damage with most missiles hitting.
- Indirect fire is used when you do not have line of sight to provide an indirect barrage on an enemy in cover, or while you need to seek cover due to damage etc.
- It will fire missiles higher and come down at a sharper arc with a slower travel time to get over cover.
- The grouping of the LRMs will be very loose meaning many will miss their target but will still provide light damage.
- You cannot help guide indirect fire on a target, it is on your terribly inefficient targeting computer from the magical world of Battletech
- You can ONLY target enemies who are targeted by a team mate. You cannot target those your team mate can see but does not have locked up.
- This would make indirect fire useful. It would not be death from above for most mechs but would flush people out of cover, or allow an LRM boat to engage without being fired back upon. Or fire from a concealed position for a variety of tactical reasons. It is an inefficient use of missiles though and should be considered on its tactical worth.
LRMs in my mind are solved this way and provide tactical, fun, and skilled choices on the battlefield.
SSRMs
More problematic. Much, much more problematic. Lets take a look at what they do now.
Pros
- High damage
- Very good accuracy due to guidance system
- Easy to boat on many builds
- Excellent light killers as a counter to their speed and lag shield
- Easy locks on bigger mechs making it easy to kill them too
- Low recycle time allowing instant fire when ready due to sustained locks
- Massive knock effect
- Low heat
- Tracks CT pretty consistently
- Very short range
- Cannot be dumb fired
- Ammo dependent
A lot of positives, not a lot of negatives. One of two streaks not a massive deal, more than that gets very difficult to deal with. So, what is the purpose of SSRMs? Originally they allowed higher accuracy and ammo efficiency basically due to locking on at the cost of additional tonnage. However, the sheer ease of use for such amazing damage combined with boatability means their positive effects are focused to a very harsh degree. What SHOULD they do? Well, in my opinion this:
SSRM purpose:
- To provide a guided SRM to improve overall accuracy of the weapon system
- To provide an option to hit fast movers that (even without lag) take less damage from direct fire weapons as they are simply harder to hit.
- Make them a skill weapon much like the LRM adjustment above. You need to track your SSRMs in after a lock of they will spread over the body of a mech or might even miss.
- Make losing a lock easier to enforce the holding of targets
- Increase recycle time so the continual lock holding and firing as soon as they recharge is not as advantageous as it is.
- Reduce knock effect on all SSRMs and SRMs, it is simply too high.
- Increase heat (this is a maybe)
The point of this is the make sure that SSRMs need an ounce of skill and targeting to gain the increased accuracy that a lock provides. Not just the lock itself gaining that. Make sure it is hard to get a lock but easy to lose it so SSRM boats who jink around too much will lower their damage output and will always be facing their CT to the enemy. They would STILL be very nasty weapons, but in a brawling situation it would be hard to output as much damage in such a short period of time giving the faster firing snap shooting SRMs their role back.
Would need playtesting but this might make them powerful but not overpowered.
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ECM, TAG & NARC
OK. So the big one - if people respected and feared LRMs and SSRMs - but did not believe they were over the top and just another good weapon in the arsenal. Do we need ECM to do what it does currently? I do not believe so.
ECM was designed to negate some electronic devices on other mechs such as TAG, C3, BAP etc in a bubble. That’s all it really did. However TAG and NARC were hardly any good and we basically ALL have C3.
We need to look at guided weapons, TAG, NARC etc all in the same boat to come up with something good, but not overpowered.
This is what I would do.
TAG
- Would provide tighter grouping to indirect and direct targets of fire support
- Would allow LRM boats to indirect fire on tagged targets not just locked targets
- would also provide quicker lock on for SSRMs and LRMs as they do now plus also make loss of lock slower.
- Same as tag but would stay for 20 seconds obviously
ECM
- 180 bubble as before
- Would negate any NARC beacon in bubble
- Would stop any TAG if the tag firer was in 180 meters
- Would remove C3 data if the enemy mech was within 180 of the ECM mech (so friendlies would be removed form the map to friendlies and ALL enemies he can see will also not show up.
- Would make locking up with missiles at ANY range more difficult
- Would reduce spread of missiles slightly
- Would make anyone outside of 180 meters be able to lock a target up, but would provide no information apart from their target ID. No weapons or damage readouts.
- Inside the 180 bubble you get all information but cannot share it.
- Counter works the same as it does now.
This would make TAG and NARC very useful for indirect fire of LRMs while making ECM protection against it. IT makes ECM protection against missiles without countering them completely - just making them more difficult to use.
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I believe that all the guidance and electronics work I an ecosystem and all need to be changed in how they work massively as my suggestions above.
Thank you for reading.