In test, I'm agree that statistically, LRM's are doing appropriate damage on a stationary, non-obscured target. (0.8 damage per missile + negligible splash damage.)
This translates to:
- LRM5 = 3.5 Damage / 0.86 DPS
- LRM10 = 7 Damage / 1.87 DPS
- LRM15 = 10.5 Damage / 2.47 DPS
- LRM20 = 14 Damage / 2.95 DPS
This means that those damage figures change drastically:
- LRM5 = 1.14 Damage / 0.35 DPS
- LRM10 = 2.45 Damage / 0.65 DPS
- LRM15 = 3.67 Damage / 0.86 DPS
- LRM20 = 14 Damage / 1.03 DPS
While an entire volley of LRM's can still be deadly to enemy mechs in perfect conditions (100% Hit), the weight, heat, space, and ammo limitations of these weapons is severely lacking when it comes to a well thought-out loadout.
Some Mechs can elect to use LRM's as support weapons, but others rely on them as a Primary weapon.
To achieve a happy medium without returning to LRMWarrior: Online, I would guess that; with the Splash Damage reduction, doubling the damage to LRM's would be an acceptable solution to the problem.
The end result on paper would look like this:
- LRM5 = 7 Damage / 2.15 DPS
- LRM10 = 14 Damage / 3.73 DPS
- LRM15 = 21 Damage / 4.94 DPS
- LRM20 = 28 Damage / 5.9 DPS
- LRM5 = 2.45 Damage / 0.75 DPS
- LRM10 = 4.9 Damage / 1.3 DPS
- LRM15 = 7.36 Damage / 1.73 DPS
- LRM20 = 9.8 Damage / 2.06 DPS
Even a perfect 100% volley of missles to-hit would put LRM5's in line with Large Lasers, and LRM20's near AC20's.
Just sayin'.