I originally wanted to start my own thread about it. Then again I thought we have as allways already five threads on the topic on page one so I might aswell hijack one of those.
Instead of arguing/flaming/trolling/QQing about how LRMs/SRMs/SSRMs are overpowered or underpowered let's instead discuss where they should be to be balanced among the whole line up of weapons.
I'd like to do so by answering a few questions.
What is the Role of LRMs?
In my view LRMs are supposed to be a long range fire support weapon to fire at targets from cover or with direct line of sight from safer distances. In my view this means they are NOT meant to kill a target on their own by pinpoint damage to certain mech components instead they spread their damage over the whole target to soften up armor all over.
In turn this means that mechs solely relying on LRMs (aka boats) like for instance the LRM Catapult A1 or the C1 are quite limited to a role of focusing their fire on the same mechs as their team because they are likely to lose a direct 1 on 1 to another type of mech because of lacking pinpoint damage. Which is OK in the grand scheme of being a team based game.
We all know though that this role is harder to fulfill in PUG matches but that should not be what the game is balanced around because that imbalances the team situation. Just an example: Even in the times during closed beta, where LRMs were "underpowered" a team of a dedicated co working spotter + LRM boat allways was dangerous and those situations became more and more imbalanced every time the LRMs got buffed.
Here I'd also like to remind everyone that "Role Warfare" is part of this game's design. This also includes that balance does NOT mean every possible mech loadout should be equally able to kill any other loadout.
Through what mechanics can LRMs be tailored to that role?
In my opinion PGI allways had the right ideas about that: A flight path that ensures a certain spread in hit locations on a mech combined with splash damage. What went wrong is mainly that currently the flight path is too tight leading to bigger mechs being mainly hit on the CT by a majority of missiles and of course the messed up splash damage system.
Both things need to change. The flight path should be adjusted so that a heavy mech hit by LRMs is hit across all of it's torso and arms, which in turn leads to more missiles missing smallest targets like spider and commando. But then again the small fast mechs being harder to hit is also a problem for any other weapon so in my view this would be perfectly fine and in balance.
The Splash damage needs to be changed so that all damage done within the splash radius adds up to the weapon damage. For those that understand such stuff: What I am talking about is the complete weapon damage is ditributed in a gaussian way across the splash radius with most damage being done close to center (the hit location) and succesively less being done the further away from the center it is.
What does that mean in hard facts and numbers? How much damage per Missile should LRMs do?
In my opinion they are in weight and ammo consumption closest comparable to the autocannons. In fact LRMs in this comparison are lighter and thus can carry more ammo. SO let's see that means the damage potential of LRM 5 should be the same as a AC/5, LRM 10 same as AC/10 and so on you see what I am getting at.
Thus naturally the damage value that comes to mind first is 1 point of damage per missile. Now of course you will say what about AMS, cover, misses due to spread/flight path, ECM, Splash Damage.
Let's take a look:
- AMS: It's very effective vs the small volleys of LRM 5 and even LRM 10. Becomes less effective the more LRMs are shot. In my view this truely allows for an additional damage per missile of 0.05 to compensate and help maintaining LRM validity.
- Cover. Same problem for all other weapons too. In fact due to target retention modules this is less a problem for LRMs than for any other weapon. Thus I see no reason to change damage because of it.
- Misses due to spread/flight path. This is in fact another point that in my view allows for another 0.2 damage per missile to be added for compensation to maintain validity.
- Splash Damage. As I said in the first two questions this is part of their role thus does not yield anyincrease in damage per missile.
- ECM: This is a dangerous part. If you'd want to make up for ECM through damage you automatically overpower LRM in non-ECM situations. Thus here I also clearly say no to any damage change to LRM. Instead it should be made easier to break the ECM cover by a change to NARC and the stacking mechanic of ECM.
This leaves us at 1.25 damage per missile.
For Splash radius it's hard to call a number. As with the missile spread I'd say make heavies the revolving point and make it so that a hit to the center of any component alo damages a direct neighbouring component. So hit to arm center hits side torso, hit to side torso hits also arm and center torso and so on.
Sidenote: The mindful reader will have noticed that in the picture I am painting hits to legs by LRMs are quite rare. I do not think this is a problem. Again their role is not that of a pinpoint component killer and they fly in ballistic curves allways coming in an angle from above, thus they do not necessarily need to hit the legs that much.
TL;DR on LRMs:
In my view the role of LRMs is that of a long range fire support weapon that softens up targets and supports the team from a distance. This is achieved through missile spread/flight path and splash damage. In hard numbers this means that LRMs should do about 1.25 damage per missile and the splash radius should be set so that a heavy mech hit in one component's center is also hit in the neighbouring components. In conclusion they should yield about the same damage potential as Autocannons.
So much on LRMs now for SRM and SSRM which is the easier part:
What is the role of SRM and SSRM?
Their role in my view clearly is to be a brawling weapon that cracks open the armor all over the body of a mech for the crit seekers. In addition SSRM are the anti light mech weapon of choice. In combination with Artemis SRMs are even meant to be pretty much pinpoint component hitters.
Through what mechanics can SRMs be tailored to that role?
In my opinion the flight paths of SRM, SRM + A and SSRM are already what they need to be for their roles. As with LRMs splash damage mechanic needs to be changed in the same way. The weapon damage is gaussian distributed across the splash radius. But other than with LRMs the Splash radius should be tighter. Similar to LRM I'd balance it to heavies so that a hit to a component's center keeps most of the damage to that component.
What does that mean in hard facts and numbers? How much damage per Missile should SRMs do?
In my view they were on the right track. Per weight, slot consumption and heat production they are closest to the lasers. So the old value of 2.5 per missile made a lot of sense. Again there is a list of counters: Misses due to spread, ECM, AMS, Splash damage. Let's view each of them on their own again:
- Misses due to spread. With Artemis they can be significantly reduced and in my view misses are then more caused by aiming short comings similar to other ballistic weapons, thus I would not add any damage for compensation.
- ECM. Only a problem for SSRM. In my view the same as with LRM is true here. This should not be compensated for with damage because it imbalances the weapon in non-ECM situations. But there are a few alternatives I'd favor. Dumbfire mode for SSRM. Tag working for one self also within ECM bubble.
- AMS. As far as I could observe AMS is pretty much useless vs SRMs and SSRMs, thus I see no reason for additional damage.
- Splash Damage. As suggested in the role definitaion SRMs shoud operate with a tighter splash radius making them more pinpointers, thus I also see no reason for additional damage.
So in conclusion we stick with 2.5 damage per missile for SRMs.
TL;DR for SRMs
In my view their role is that of Armor breakers in brawls and SRMs are light mech killers. Flight path and spread already fit that role pretty good. Splash damage should change in same way as for LRMs with a tighter splash radius. Damage per missile should be 2.5. To deal with ECM SSRM should get dumbfire mode or Tag should work for one self also within the ECM bubble.
Sorry for that long read. But I felt it would be much more constructive if we'd discuss about those question instead of arguing about wether LRMs/SRMs are underpowered or not right now in the
TEMPORARY state.