Long Range Missiles: http://www.sarna.net/wiki/LRM
"Long Range Missiles are designed to engage the enemy at great distances at the expense of damage dealt."
Currently LRMs are doing an average of 0.9 to 0.95 damage to targets per missile that hits. This is very close to optimal but the splash effect still focuses too much damage to the CT.
Upping their damage to 1 as per TT values, removing splash damage and slightly reworking the spread so that no more than half a volley lands on CT will give them adequate damage. Their flight speed should also ramp up over time from the current 100 at short range (180 - 350) to 200 at mid range to 300 closer to max range (700-1000).
Short Range Missiles: http://www.sarna.net/wiki/SRM
"Short Range Missiles are direct-fire missiles that sacrifice range for hitting power."
SRM damage is currently doing around 2.1 to 2.2 per missile. slightly too high overall and also still suffers from the splash damage bug which focuses too much of its damage on the center torso.
Up their damage to 2 as per TT values, rework splash damage so that the damage per missile is divided by the number of components hit (2 components hit = 1 damage per component. 3 hit = 0.67 per component. 4 hit = 0.5 damage per component).
As this gives them an overall lower damage potential per ton and crit slot than lasers (except the SRM6), a change to their fire rate would also be in order. Reducing them to 3.25 for the SRM2 and 3.5 for the SRM4. Keep the SRM6 at 4 and SSRM2 at 3.5)
Anti-Missile System
Consider finding a way to have the AMS have a "splash damage" effect against dense waves of missiles to normalize its efficiency against large volleys.
As it currently stands, the AMS severely punishes players that want to use LRMs as a support fire weapon and only bring 10 to 20 while being woefully inadequate against heavy boating of 70+ missiles per volley.
Having the AMS shoot down an average of 20% missiles from a wave if it fires at an incoming volley from max range (200m) would be a good target.
LB 10-X AC: http://www.sarna.net/wiki/LB_10-X_AC
This weapon needs a straight forward buff to its firing speed (drop from 2.5 to 2) and an increase in ammo per ton from 15 to 20.
As this fills essentially the same role as an SRM, (high damage spread over many components) giving it 20 ammo per ton gives it the same total damage potential per ton as the SRMs (200 damage per ton). This gives it a slight edge over other ACs which are at 150 damage per ton of ammo but concentrate this damage to a single component per shot.
Edited by Inyc, 18 April 2013 - 09:26 AM.













