LRM20 in TT did 20(maximum) damage.
MW4 LRM20 did 16 damage.
But here... an LRM 20 does a random amount depending on the targets hitboxes.... anywhere from 27 damage to 100 damage due to splash mechanics.
Both MW4 and MWO had increased armor values, yet the LRMs in MW4 were still very effective at less than the TT damage values.
In MWO if we used TT values the LRMs would seem like garbage. Why is that?
Because in both TT, and MW4, the LRMs did most of their damage to 1 hit location with only minor spillover to adjacent locations.
In MWO the missles are spread evenly all over. So in order for it to seem effective, it has to do tons of damage. With the current implementation, there is no pinpoint accuracy. You cant lock your missles on a certain hitbox and have most of the missles go there. If they did I could call this skill because then you would actually have to aim them to be effective. This is how it was in MW4.
In TT it was a roll of the dice with skill being factored in the ability to hit, but a random roll to where.
In short, MWO LRM system requires very little is any skill and does way more damage than it should just to give the appearance of being effective. This is a bad design....
Now factor in ECM as a counter for this bad design, and ECM takes *zero* skill, and now you have 2 features of the game that take no skill whatsoever and are dominating how the game is played.
My point is.... if this game is to be truly balanced in this regard, it needs to start with LRM's and how they function. LRMs need to be redesigned from the ground up to be based on skill, just like TT, and just like MW4. THEN redesign ECM also in line with TT and/or similar to MW4 versions of ECM, and you will have a much better game.
Edited by Teralitha, 15 March 2013 - 03:22 AM.