Scratx, on 22 March 2013 - 03:33 AM, said:
People got way too used to killing stuff easily with LRMs.
Not really. Its a matter of practicality.
For example, in a map I just came out of now, my quad LRM15+artemis,dual AMS, TAG & 5 med lasers stalker 5S flanked a Jagermech that was capping a resource station. His back was to me.
TAG.. lock... Fire with clear LOS. Range is 300m.
First volley hits as second volley is fired.
Jagermech's rear armor is slightly hurt. SLIGHTLY.
He backs off and looks to the sides as the 2nd volley hits. Again, damage is minimum. At this time I'm also firing my med lasers.
In less time than it takes for the third volley to launch, the jager is already inside 180m.
Problem: Damage is too low for the LRM to be a functional medium or short range weapon.
But.. LRM is LONG RANGE no? Yeppers.. but there's a problem too with that.
Another map earlier on. TAG a target at max TAG range, he hasnt seen me flanking him (the new map). I get lock.
I fire.
Half a second after I fire he looks around, sees my missiles and runs to cover.
Problem? The warning system.
Since the LRM is useless in mid to short range now I kept trying to fire in support of my team that was brawling... but firing at a single atlas all the remaining ammo (900 missiles worth) and hitting said atlas... he remained alive.
Problem? Its not the damage..its the low ammo per ton now.
Now that the LRM damage is reduced significantly it is only viable as a long range weapon where it has enough time to land multiple volleys. But due to short ammo and low damage there is not enough ammo in an assault mech to bring down another assault mech with it.
To fix this they simply need to remove the warning system, double the ammo per ton and decrease the heat a tiny amount to compensate.
Edited by Skyfaller, 22 March 2013 - 12:47 PM.