So, I'm someone who reads the forums a lot, mostly because I want the latest updates from PGI, but also because I want to know what players think of the game.
Currently, I've noticed 3 major points people often complain about:
1. ECM is too powerful
2. LRMs are (now) too powerful, sometimes not powerful enough
3. LRMs is either OP or completely useless thx to ECM, making TAG a necessity to carry for most LRMs enthusiasts.
As an attempt to balance a bit these pieces of equipment, I thought that returning to cannon (don't flame me) could perhaps be of particular help.
Here are the changes I would recommend in order to make firing LRMs require more skills, but also make equipments more useful, without being OP.
I could also make a poll if people are saying I should...
1st change
Without any equipment, LRMs need LOS to get target lock
Why? One of the thing people complain a lot is the ability of LRMs boats to fire from anywhere without ever being in great danger, especially if an ECM scout is spotting for them. Also, lock without LOS is something that could normally only be achieved with a C3 computer, making that piece of equipment a potential upgrade for PGI to add in the game.
Pros:
-People will stop whining about LRMs being too easy and no skill (I hope)
-Will force LRMs users to put themselves in potential danger instead of hiding and shooting
-PGI can introduce C3 computers with this change
Cons:
-Without a C3 computer installed, it's a pretty big nerf
2nd change
NARC, TAG make indirect fire possible without C3.
This alone would make NARC a lot more useful. A single Raven 3L could scout, NARC someone, TAG another mech and bam, 2 potential targets for your LRM boats. They can now indirect fire with impunity. A single NARC beacon could last 20-30 seconds, forcing the NARCed mech to take cover for the duration of the beacon's signal, otherwise it eats LRMs in the face. While a target is NARCed, the equipment is on cooldown on the scout, until the duration of the beacon is over. TAG gives the same advantages as NARC, with the possibility of giving better accuracy to LRMs.
Pros:
-Will turn NARC into something useful.
-Promotes role warfare, info warfare
Cons:
-Higher need for scouts to NARC and tag, putting them into potential danger
-If your team has no NARC or TAG scout, you're out of luck for indirect fire
3rd change
ECM only makes the mech equipped with it untargettable
Biggest change to make ECM not the overly powerful piece of equipment it is right now. This forces scouts to actually scout, not stand with their team providing ECM cover. This still makes sense to give the Atlas D-DC ECM, since it's a slow mech, it's a potential target for LRMs all over the map. What this does is make your usual scouts (commandos, ravens) excellent fast flankers that NARC and TAG the entire enemy team for target solutions. TAG still negates ECM, not decided on NARC, and BAP should IMO negate it as well.
Pros:
- ECM will be a lot less OP, while keeping its usefulness for the wielder
- Will prevent huge teams from ambushing
- ECM can keep its current disrupt/counter mode
Cons:
- Still trying to find one. People will QQ because their OP toy got nerfed? (sorry about the sarcastic tone )
4th optionnal change
AMS destroys a set amount of missiles depending of the incoming salvo
Currently, AMS is so efficient that a single LRM10 can be completely negated by 2 AMS, while 1 AMS makes it a lot less powerful. This suggestion is because I believe stock mechs should be viable, and a lot of them come with an LRM-10 or LRM 20 equipped. When I first played with CN9-A, I uninstalled my LRM-10 for SSRMs after 2 games because it got shut down all the time.
Here's what I suggest (I think someone posted the same thing somewhere)
1 AMS destroys:
1 missile out of 5 for an LRM 5 salvo
2 missiles out fo 10
3 out of 15
4 out of 20
5 out of 25
and so on... up until 8 out of 40. Basically a 20% efficiency
Over 40 missiles fired, AMS gains firing bonus since more missiles are clustered together and we could go with something like this:
10 out of 45 missiles fired
15 out of 50 missiles fired
20 out of 60 missiles fired (33% efficiency)
and so on...
Makes boating a little less desirable
About the AMS change... I just thought about it, so I could be wrong on many lvls but w/e... I know 2 AMS would be way too powerful so you can change those numbers at will... but I'm still convinced AMS is too strong vs single "cannon" LRMs.
Leave feedback/suggestions as long as it is constructive... I don't want anyone to tell me "like it or leave it" or crap like that...
Edited by Sybreed, 10 March 2013 - 12:39 PM.