Skyfaller, on 27 April 2013 - 01:34 PM, said:
But.. when you consider the LRM is usually used to soften up targets from range and then, once at ~500m switch to supporting the brawlers as they circle each other.. then yes...the damage is fine. More than fine. Even now I get tons of kills just slapping 4 LRM15s into enemy mechs circling my friends. The brawling mechs on my side provide the pinpoint damage that weakens one component and my missiles put the finishing touch. Sometimes its the other way around..when I get someone that is dumb enough to be in the wide open in a slow mech I pump LRMs down its throat from 1km away and by the time IT gets into firing range of my team his armor is practically gone all over his chest. THAT is a true support weapon. It doesnt kill all on its own but it does put the finishing punch on a circle brawl fight by hitting a wide area with relatively good damage.and constantly which shortens the time my brawling friend has to be vulnerable to other enemies...and it seriously softens up targets for range so that the before mentioned brawl circle fight ends as quickly as possible. The problem NOW is that the missile warning message is allowing mechs 1km away to know the swarm is coming for them not their friend next to them.
No, the damage is not fine, and no, the missile warning is not the problem. The problem is that the amount of damage the LRM does is so far outclassed by so many comparable weapon systems that there is little to recommend the system. You can
ameliorate the problem by using teamwork and tactics, but the end result is still sub-par. People are more and more often
not using anti-missile systems in their builds. Sure, if they trundle across the open without seeking cover, you can do a lot of damage to them - and anyone armed with an equivalent tonnage of PPC will do more. If they hit them all on the same spot, they might kill them; if they hit them on multiple spots, the result is similar to an LRM volley - except more total damage will have been done. The only situation where this is not the case is when some slow assault is trundling across the open long enough that your heat efficiency lets you pull ahead - and weapons aren't balanced because of their effects on some hopeless newbie who's so confused he doesn't even know what's going on, or what to do about it. Weapon balance is based on the use of a weapon by and against competent players, and in that arena it simply falls short.
Furthermore, you have to take into account the advantages and disadvantages of the system: on the plus side, it can deal full damage at very long ranges, and it can fire without line of sight using a spotter -but with somewhat reduced accuracy. On the DOWN side, it is far easier to seek cover against (hence why I listed cover as a disadvantage of the system,) does far less damage/ton than other comparable weapon systems, and is completely shut down by uncountered ECM - both offensively
and defensively used ECM, at that. The ERPPC, by comparison, performs so much better (both overall
and in the long-range weapon role) that the indirect fire capabilities of the LRM are still not enough to make the latter an attractive weapon system.
Also, you are still arguing using the wrong numbers;
Certainly, you can get good damage numbers when firing into a brawl where no one is paying attention to you. You can pull down good numbers with nearly
any weapon if no one pays attention to you! Ask a Hunchback pilot. The difficulty, and the debate, is that PPCs (and Large Lasers, and UAC/5s, and AC/2s...) will pull down better numbers while additionally being pinpoint-damage kill weapons. This is a Bad Thing. In order to make the LRM an effective system, it needs to do at least the same DPS/ton as other long-ranged weapons, if only to account for damage spread. If not, it all comes down to the
ERPPC Song.
Edited for science-ness.
Edited by Void Angel, 28 April 2013 - 01:55 AM.