- 0.7 damage now / 1 damage before.
Equipped with 4x lrm10.
Before it did 40 damage in one alpha-strike.
3.75 cool-down when fired.
so in a time-span of 15 seconds you would have fired for 160points worth of damage*
now a 4x LRM 10 alpha does 28 damage in one alpha-strike
same cool-down
in a time-span of 15 seconds you would have fired for 112 points of damage*
*note : this is not actual damage.
actual damage is calculated by counting the amount of AMS on the enemy (team when grouped) then counting the amount of tubes in your launcher.
If you have 10 tubes firing a 4x10lrm agaisnt a single target with ams then 40 -16 =26 actual misiles fired.
not counting the amount of misiles crashing in the ground/objects
this makes your alpha hit 18.2 damage
in the game it is actually worse
since your target is notified of incoming lrm,
he will almost always start moving, this causing valuables rockets to crash in the ground and do no damage.
your missiles will never hit 100% and a wave of missiles will crash on the ground when trying to reach a moving target.
(even with TAG+ART+BAP+ADV.targ. Mod.)
also, the faster the target, the more missiles will crash on the ground.
then there's TAG...
since missiles are only semi homing (they don't really track down your enemy)
having no tag and Artemis combo isn't advised.
TAG requires you to keep a constant lock on the enemy, in a similar way of a medium laser.
except it has 750m range.
if you consider this, LRM is very similar to a laser, since you have to keep tag on target all the time, however a laser gives direct damage where a LRM may take up to20 seconds to impact.
also considering a LRM will automatically detonate after 1000m, firing at a target that is at 1000m isn't advised.
a mech that sees your missile coming and is at 800m distance can run to safety if he has a 20kph engine,
so to sum up everything for the tl;dr crowd
- LRM damage is halved
- Halved LRM damage + obstacle+movement+AMS = 2/5 of damage when fired.
- The already non existent damage is spread all over the target leaving you with no real damage to speak in case your target doesn't move, everything WILL hit the center torso
- Range While it says 1000m using a LRM over any length more than 600m is not advised as it can be outrun and lrm will explode and do no damage
- LRM becomes useless after 180m-200m leaving you roughly 300m length to "play"
- For LRM to be effective you need tag; effectively degrading your lrm to a laser type weapon
- ECM
- weight + Amo
- A LRM 10 does less damage than a Medium laser and at a range of 500 meters it wil take 10 seconds for the LRM to hit. at 1000m 20 seconds.
- this makes the LRM a really weird type of Pulse laser that takes 10-20 seconds to impact.
- at min. range it takes 3 seconds for a LRM to hit the target, at which your target has closed the min range gap rendering your LRM useless
while i am aware that there are many more things wrong with lrm,
these where the first that i noticed where broken.
right now, a 4xmedium laser build is more effective than 4xlrm 10.
4x lrm 10 weighs 20 ton+5ton amo+bap(1.5)+tag(1)+art(4) =31.5ton
4x medium laser = 4 ton+3x HS = 7 ton
end result; 4x med.laser does more end damage, at same range than lrm for less tonnage
*Spellchecked/removed errors
Edited by MQ9 Reaper Predator Drone, 28 April 2013 - 11:44 PM.