If you are going to stick with TT rules flavoring, then LRMs are going to suffer. Why did you bring LRMs in a table top battle? Wasn't massive damage. Wasn't just range. It was because you rolled separate hit locations for every grouping of 2 missiles. Each hit location roll gave you another chance to throw those box-cars and get a free critical hit. Or snake eyes and get a cockpit hit... roll for consciousness check. Or, for the more tactical minded, we took them for when the big guns started popping. OH, got that armor off that side torso or right arm? Let's throw 20 missiles at it and see if we can get lucky and get a crit.
They were crit weapons. This is why I loved my Zeus so much in TT. A PPC or AC/5 (later ERPPC!) to punch holes in armor at range. Then I fire my LRMs to find the hole.
SRMs were a finisher. You got that sweet hit with the large pulse laser (+2 to hit for the win!). No doubled armor, so 10 points can leave a hole in a mech. The follow on SRM spray upped your chances to pile on to the first hit. The LB10X? Brutal. You could fire at a wounded mech at really good range and roll multiple hit locations.
Without that mechanism being in play here, sticking with their TT combat values makes them less than optimal. Here, they are just straight damage dealers competing with all the other weapons. Competing with the following downsides:
- No effective dumb-fire. You have to maintain lock for the entire flight of the missiles.
- Worse, the projectiles are slower than any other weapon in the game.
- Worse x2 : This means you have to stand there in the open facing your targets direction the whole time.
- It spreads damage all over. The advantage in TT is the detriment in MW.
- To be effective, you find yourself mounting all sorts of extras. BAP, Artemis, TAG, modules.
The only upside is you can do indirect. To pull it off, however, means putting in a lot more effort than any other weapon in the game for less payout (currently). There were days past where it was worth it and whole teams boated them.
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Roland is also incredibly correct. Clan LRMs blow IS LRMs out of the water. There is a reason that Mad Cat can mount all of that! I also believe that Roland is correct that the Devs are play testing with a lot more stuff that we know about. Very much including Clan Tech. Clan Tech is the Killer. The destroyer of balance and bringer of woe.
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The big, easy fix is rather simple. Put the PPCs back to their original heat values. To finish this move, add penalties for pushing your heat that far up. Suddenly, you see why no one fielded 5 or 6 PPC mechs in TT.