However, the following changes need to be made so that the LRM becomes a functional weapon:
1- Remove Missile Warning.
2- Double Ammo per Ton.
3- Missile Rewind needs to be added.
4- LRM speed should increase with distance.
5- Add 'Missile Guidance' on/off option.
6- Artemis on/off switch option.
1- Removal of missile warning. They're no longer high damage weapons so this counter-LRM feature no longer serves a purpose. In fact all it does is make the currently lower damage LRM very ineffective.
2- Increase in ammo per ton. This is needed because if currently I need to spend almost 3 tons of ammo just to kill an Atlas that is standing still in the open (this is 4 LRM15's with artemis in the test map) then the use of LRM as support is not of much use since I would likely run out of ammo before doing any useful damage to the enemy team (not individual atlas for example). Since the LRM damage was removed almost by half the ammo per ton should be doubled.
3- Rewind needs to be applied to missiles. This would fix the issue of mechs traveling 100+ kph not being hit and also that of mechs moving vertically (JJet up/down or moving up/down a steep slope) not taking damage despite being hit.
4- Since its a missile the LRMs should launch at a slow .. 50m per second and accelerate at X rate so that at 1km the missile should be traveling at 500m/s (5 times faster it currently does). That way the LRM should have its fastest speed at max range and slowest at short range (makes AMS have more time to shoot them at close range). This not only makes the LRM into a niche long range support but it also adds a whole new dynamic to the game since with the increased speeds the LRM can, for once, be used to fire at terrain without a lock and have it reach the spot in time to be of use (poor man's artillery strike in a sort of way).
5- Guidance on/off key would switch the LRMs from firing in guided mode and unguided mode. Guided mode is what we have now: missiles are guided to their aimpoint and their flight path is up then down. Unguided mode switches them to fire like SRMs: straight ahead. Guidance OFF would see the missiles not having convergence since their guidance is disabled (they are not SRMs!)
6- Artemis on/off switch is needed for when the LRM is to be fired in 'shotgun' mode (missile spread tightening not desired). For example, if I see a cluster of mechs ahead of me at 300m I may prefer to switch guidance off and artemis off and fire an LRM shotgun volley. Missiles will be spread out and fly forward unguided.
Edited by Skyfaller, 20 April 2013 - 12:01 AM.



















