Feel free to leave feedback on adjustments you'd make but please make your feedback useful and the discussion civil
Thank you for reading my suggestions
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LRMs
Spoiler
The issues
1) LRMs do too little damage
2) LRMs spread damage out on a per missile basis causing too much damage spread
3) Splash damage causes too much damage to spread to the CT and not enough to other parts
4) ECM completely negates the LRM weapon system even when the LRM mech has LOS
Solutions: and the order they should be implemented
1) Because battlemechs have hardened armor, all missiles must be designed to focus their damage inwards, i.e. a focused charge. Therefore, the visual part of the explosion that spreads out won't actually do much if any damage to the armor of the mech and the splash damage component can and should be neglected
2) LRMs should move as individual flights. I'd recommend a flight size of 5 missiles like in CBT to improve the focus of damage. Each flight should pick a spot to hit once the missiles close within say 180 m and begin adjusting their flight vectors and strike the target. Once the missiles reach a certain distance (say 2 m) the missiles should stop tracking and move straight so we don't have LRMS chasing mechs in circles like we do with SSRMs at the moment
3) AMS systems should focus on a single flight first to attempt to prevent an entire location from being hit
4) Based on the increase in lethality from the more focused damage the DPS will need to be adjusted as each flight will hit like an AC5
One could either alter the damage/missile or the fire rate or a combination of the two to balance the weapon. In order to keep the weapons useful without making the AC5 completely worthless the fire rate of the LRM5 should have a DPS roughly 50-75% that of the AC5 (the AC5 should have its DPS buffed to be the same as the UAC5 IMO but that argument is for another post
Why should we allow LRMs to provide so much focused DPS for so little tonnage? This means that an LRM15 will effectively have the DPS of the AC5 at a similar weight with the cost of being unable to be aimed and being weak against groups armed with multiple AMS
5) ECM should be evaluated in situations where LOS visual targeting is available
Artemis- Artemis functions by allowing the missile to communicate with the targeting computer on the mech in order to better vector towards the target. This could be represented by altering the to hit% for hitting certain targets or by simply improving the maneuverability of the missiles.
NARC- Any target hit with a NARC should immediately be the target for any allied missile launched without a solid lock and those missiles should function just like any other indirectly fired LRM
TAG- LRMs that are locked on a target that is being hit with TAG should have the flights hit close to one another with the final hit location determined once the missiles are within a certain distance
The issues
1) LRMs do too little damage
2) LRMs spread damage out on a per missile basis causing too much damage spread
3) Splash damage causes too much damage to spread to the CT and not enough to other parts
4) ECM completely negates the LRM weapon system even when the LRM mech has LOS
Solutions: and the order they should be implemented
1) Because battlemechs have hardened armor, all missiles must be designed to focus their damage inwards, i.e. a focused charge. Therefore, the visual part of the explosion that spreads out won't actually do much if any damage to the armor of the mech and the splash damage component can and should be neglected
2) LRMs should move as individual flights. I'd recommend a flight size of 5 missiles like in CBT to improve the focus of damage. Each flight should pick a spot to hit once the missiles close within say 180 m and begin adjusting their flight vectors and strike the target. Once the missiles reach a certain distance (say 2 m) the missiles should stop tracking and move straight so we don't have LRMS chasing mechs in circles like we do with SSRMs at the moment
3) AMS systems should focus on a single flight first to attempt to prevent an entire location from being hit
4) Based on the increase in lethality from the more focused damage the DPS will need to be adjusted as each flight will hit like an AC5
One could either alter the damage/missile or the fire rate or a combination of the two to balance the weapon. In order to keep the weapons useful without making the AC5 completely worthless the fire rate of the LRM5 should have a DPS roughly 50-75% that of the AC5 (the AC5 should have its DPS buffed to be the same as the UAC5 IMO but that argument is for another post
Why should we allow LRMs to provide so much focused DPS for so little tonnage? This means that an LRM15 will effectively have the DPS of the AC5 at a similar weight with the cost of being unable to be aimed and being weak against groups armed with multiple AMS
5) ECM should be evaluated in situations where LOS visual targeting is available
Artemis- Artemis functions by allowing the missile to communicate with the targeting computer on the mech in order to better vector towards the target. This could be represented by altering the to hit% for hitting certain targets or by simply improving the maneuverability of the missiles.
NARC- Any target hit with a NARC should immediately be the target for any allied missile launched without a solid lock and those missiles should function just like any other indirectly fired LRM
TAG- LRMs that are locked on a target that is being hit with TAG should have the flights hit close to one another with the final hit location determined once the missiles are within a certain distance
SRMS and SSRMs
Spoiler
Issues
1) Not enough damage to be useful unless boated
2) Damage is highly unfocused
3) Splash damage
Solutions- in order of implementation
1) Eliminate splash damage
2) SRMs should have limited tracking say 5-10 degrees from the angle of fire with each SRM tracking its own section of the mech determined randomly based on mech facing
You heard me, SRMs shouldn't be dumbfire weapons. With all the trouble with SSRMs why would anyone want to give normal SRMs tracking? For one it makes SRMs significantly different than the LBX shotgun weapons (more of which will become available post clan invasion). Another reason is that the clans are coming and without tracking the IS SRM6 will be so inferior compared to the SSRM6 that balancing the two will not be remotely possible. Additionally, the degree of missile tracking can be altered to help balance SRMS and this makes them somewhat more useful against light mechs
3) SRMs should track on their own after launch since they have their own limited guidance system
4) Tracking SRMs will need to have their programming altered so that a random # of them will suffer a reduction in tracking ability as they fly reducing their probability of hitting at range
5) Damage/missile should be adjusted so that the potential DPS of an SRM6 is roughly the same as a large laser. Like a LL the SRM6 spreads out its damage and generates far more heat than an autocannon. As with LRMs, missile tracking, missile damage, missile speed, and rate of fire can all be adjusted to control DPS
Artemis - Artemis equiped SRMs should suffer less reduction in missile accuracy after firing so long as target lock is maintained. Alternative missile lock time could be reduced
The SSRM problem
SSRMs need to have their ability to track reduced to say 15-30 degrees maximum from the initial angle of fire and like LRMs should stop tracking once they come within say 2m of the mech to end the missile circling the target after they miss. SSRMs should not suffer the same degredation of accuracy that SRMs do.
If the SSRMs are not likely to hit due to the speed and direction of the target the launcher will not fire
These changes combined with adding tracking to SRMs will balance SSRMs in time for the clan invasion and SSRM6s
Issues
1) Not enough damage to be useful unless boated
2) Damage is highly unfocused
3) Splash damage
Solutions- in order of implementation
1) Eliminate splash damage
2) SRMs should have limited tracking say 5-10 degrees from the angle of fire with each SRM tracking its own section of the mech determined randomly based on mech facing
You heard me, SRMs shouldn't be dumbfire weapons. With all the trouble with SSRMs why would anyone want to give normal SRMs tracking? For one it makes SRMs significantly different than the LBX shotgun weapons (more of which will become available post clan invasion). Another reason is that the clans are coming and without tracking the IS SRM6 will be so inferior compared to the SSRM6 that balancing the two will not be remotely possible. Additionally, the degree of missile tracking can be altered to help balance SRMS and this makes them somewhat more useful against light mechs
3) SRMs should track on their own after launch since they have their own limited guidance system
4) Tracking SRMs will need to have their programming altered so that a random # of them will suffer a reduction in tracking ability as they fly reducing their probability of hitting at range
5) Damage/missile should be adjusted so that the potential DPS of an SRM6 is roughly the same as a large laser. Like a LL the SRM6 spreads out its damage and generates far more heat than an autocannon. As with LRMs, missile tracking, missile damage, missile speed, and rate of fire can all be adjusted to control DPS
Artemis - Artemis equiped SRMs should suffer less reduction in missile accuracy after firing so long as target lock is maintained. Alternative missile lock time could be reduced
The SSRM problem
SSRMs need to have their ability to track reduced to say 15-30 degrees maximum from the initial angle of fire and like LRMs should stop tracking once they come within say 2m of the mech to end the missile circling the target after they miss. SSRMs should not suffer the same degredation of accuracy that SRMs do.
If the SSRMs are not likely to hit due to the speed and direction of the target the launcher will not fire
These changes combined with adding tracking to SRMs will balance SSRMs in time for the clan invasion and SSRM6s
The Targeting Computer- the means of balancing boating
Spoiler
Starting from the premise that most mechs have different targeting computers that are designed to perform different functions. Considering that the amount of compute power available to a system would be limited due to a desire to minimize system weight to allow for more equipment it is reasonable and that with a given computing power the system would be designed to handle the targeting loads of the mech's original weapon systems with perhaps some redundancy
Therefore, I propose the following
1) A mechs targeting computer can only calculate the targeting information for a number of missiles determined by the total number of targeting slots in the mech's targeting computer
2) All mechs recieve a minmum of 2 targeting slots per LRM, 3 targeting slots per SRM, and 4 slots per SSRM on the stock chassis. For example, the Catapult A1 would have 60 slots. So it could have 2 LRM15s fire per lock or 5 SRM4s or 3SRM6s or 6 SSRM2s
This in effect eliminates the splat cat problems we used to have when the SRM was good and reduces the effectiveness of the stalker and DDC LRM boats forcing a more balanced weapon loadout
3) Certain chassis could have additional targeting slots added to help balance out its weaknesses and additional targeting slots could be available as a module
Starting from the premise that most mechs have different targeting computers that are designed to perform different functions. Considering that the amount of compute power available to a system would be limited due to a desire to minimize system weight to allow for more equipment it is reasonable and that with a given computing power the system would be designed to handle the targeting loads of the mech's original weapon systems with perhaps some redundancy
Therefore, I propose the following
1) A mechs targeting computer can only calculate the targeting information for a number of missiles determined by the total number of targeting slots in the mech's targeting computer
2) All mechs recieve a minmum of 2 targeting slots per LRM, 3 targeting slots per SRM, and 4 slots per SSRM on the stock chassis. For example, the Catapult A1 would have 60 slots. So it could have 2 LRM15s fire per lock or 5 SRM4s or 3SRM6s or 6 SSRM2s
This in effect eliminates the splat cat problems we used to have when the SRM was good and reduces the effectiveness of the stalker and DDC LRM boats forcing a more balanced weapon loadout
3) Certain chassis could have additional targeting slots added to help balance out its weaknesses and additional targeting slots could be available as a module
Additional Ammo types
Spoiler
Another advantage that missile weapons can provide in cannot is the use of alternate munitions. I have added a few to the cannon options to fill roles needed in MWO
Dead fire missiles-These missiles have had all the guidance systems stripped out in favor of bigger warheads. They are direct fire missiles and funciton similarly to the current SRM implementation. Direct fire LRMs will fire on a straight trajectory and will spread out as distance increases.
dead fire missiles have no minimum range but if a launcher with them loaded is shot without the missile bay doors closed the missiles will detonate doing their damage to the launcher's location.
Extended range missiles- these missiles have a longer maximum range at the expense of a longer minimum range and reduced damage. The SRM varient will have a minimum range of 60 meters
Flare SRM/LRMs-flares are an SRM ammo type that draw the attention of heat seeker LRMs, light up dark areas can stick to mechs lighting them up at night, and if attached to an enemy mech make them a primary target for heat seeking LRMs. The duration of the effect is determined by the size of the launcher
Heat seeker LRMs- These missiles fire on a ballistic trajectory and will automatically lock onto heat sources like fires, overheated battlemechs, and flares. Tracking is like a normal indirect fired LRM when the heat capacity of the target mech is >50% and reduces exponentially below that amount until it is unable to track the target at temperatures below 35% of maximum heat capacity.
Heat seekers will always choose the hottest target when multiple targets are close to one another and will stay on that target unless flares are launched. When targets are at differing ranges heat seekers will pick thier target based off of heat intensity which is a function of distance and range.
This type of missile will prove excellent against hill humping PPC snipers who like to run hot.
High velocity missile- Faster missiles with reduced damage. The velocity increase should be on the order of 50% for a 25-50% decrease in damage potential SRM versions have reduced ability to track the target due to their higher speed.
inferno missiles- Inferno missiles raise the temperature of an enemy mech. If they are shot in the launcher they ignite doing 1 damage/missile and adding their full heat value to the mech and disable the launcher until the flames are extinguished.
Mine clearance- these missiles spread out and destroy the mines in an area determined by launcher size, not important until the clans return with thunder LRMs or in response to a new type of artilliary strike
Retro-Streak- This SRM ammo type jams the tracking of SSRMs once fired. These missiles will divert 2-3 SSRMs per retro-streak missile launched.
smoke warhead- These missiles will create a smoke field where they land with size dependant on launcher size. Smoke LRMs can be indirectly guided to their target with TAG if TAG functionality is turned on. The smoke disrupts visual targeting but heat vision can see through it.
thunder LRM- makes a mine field with a size or damage potential dependant on launcher size
Another advantage that missile weapons can provide in cannot is the use of alternate munitions. I have added a few to the cannon options to fill roles needed in MWO
Dead fire missiles-These missiles have had all the guidance systems stripped out in favor of bigger warheads. They are direct fire missiles and funciton similarly to the current SRM implementation. Direct fire LRMs will fire on a straight trajectory and will spread out as distance increases.
dead fire missiles have no minimum range but if a launcher with them loaded is shot without the missile bay doors closed the missiles will detonate doing their damage to the launcher's location.
Extended range missiles- these missiles have a longer maximum range at the expense of a longer minimum range and reduced damage. The SRM varient will have a minimum range of 60 meters
Flare SRM/LRMs-flares are an SRM ammo type that draw the attention of heat seeker LRMs, light up dark areas can stick to mechs lighting them up at night, and if attached to an enemy mech make them a primary target for heat seeking LRMs. The duration of the effect is determined by the size of the launcher
Heat seeker LRMs- These missiles fire on a ballistic trajectory and will automatically lock onto heat sources like fires, overheated battlemechs, and flares. Tracking is like a normal indirect fired LRM when the heat capacity of the target mech is >50% and reduces exponentially below that amount until it is unable to track the target at temperatures below 35% of maximum heat capacity.
Heat seekers will always choose the hottest target when multiple targets are close to one another and will stay on that target unless flares are launched. When targets are at differing ranges heat seekers will pick thier target based off of heat intensity which is a function of distance and range.
This type of missile will prove excellent against hill humping PPC snipers who like to run hot.
High velocity missile- Faster missiles with reduced damage. The velocity increase should be on the order of 50% for a 25-50% decrease in damage potential SRM versions have reduced ability to track the target due to their higher speed.
inferno missiles- Inferno missiles raise the temperature of an enemy mech. If they are shot in the launcher they ignite doing 1 damage/missile and adding their full heat value to the mech and disable the launcher until the flames are extinguished.
Mine clearance- these missiles spread out and destroy the mines in an area determined by launcher size, not important until the clans return with thunder LRMs or in response to a new type of artilliary strike
Retro-Streak- This SRM ammo type jams the tracking of SSRMs once fired. These missiles will divert 2-3 SSRMs per retro-streak missile launched.
smoke warhead- These missiles will create a smoke field where they land with size dependant on launcher size. Smoke LRMs can be indirectly guided to their target with TAG if TAG functionality is turned on. The smoke disrupts visual targeting but heat vision can see through it.
thunder LRM- makes a mine field with a size or damage potential dependant on launcher size
TL:DR (no commenting if you haven't read the entire thing please)
Spoiler
LRMs come in flights of 5 that hit a single location to make smaller launchers more viable and make LRMs do enough damage to make a single LRM5 useful. While fire rate is reduced so the LRM15 is balanced against the AC5 which should be boosted to have the same fire rate as the UAC5 minus the double tap ability.
SRMs get limited tracking abilities making SRMs better balanced against SSRMs once the clan invasion hit.
SSRMs will no longer circle targets and will no longer fire at unreasonable launch angles.
The limitations on targeting slots available to a mech will reduce missile boating and help return balance to the force.
New ammo types will add additional functionality to missile weapons.
LRMs come in flights of 5 that hit a single location to make smaller launchers more viable and make LRMs do enough damage to make a single LRM5 useful. While fire rate is reduced so the LRM15 is balanced against the AC5 which should be boosted to have the same fire rate as the UAC5 minus the double tap ability.
SRMs get limited tracking abilities making SRMs better balanced against SSRMs once the clan invasion hit.
SSRMs will no longer circle targets and will no longer fire at unreasonable launch angles.
The limitations on targeting slots available to a mech will reduce missile boating and help return balance to the force.
New ammo types will add additional functionality to missile weapons.
Edited by Narcissistic Martyr, 28 September 2013 - 01:25 PM.