Right there. That's what I want to see. How hard is it to ask for that?
Anyway Victor Morson is cooking up something else on his own LRM test lately, but I have been working feverishly to try and rationalize the LRM balance issues I see.
Right now from what I can tell the LRM10 is the best version to load and boat, making the LRM15 and LRM20 pointless. The LRM5 would be better, but hardpoint restrictions makes that undoable.
Why? Missile Spread.
The designers at PGI are using a pathing for the missiles from the launcher to the target - using the center of the target as the ending point, ends up being your lovable CT. I don't mind, and it makes sense.
But the issue is the missiles launched fire in a single shot spread. A LRM 5 volley is a tight packed shot, but easily picked off by AMS. The LRM10 is bigger but cna punch through, the LRM15 gets larger and the LRM20 from my beloved C4 is friggin useless.
Consistently tests I run have the LRM10 currently at the most effective, and boated on my C4 in a LRM40 is consistently outperforming the dual LRM20 it should have. Every time. To further test it, I ran a LRM40 on my A1. 2x LRM10 and 4x LRM5 - dangerous as hell to do, but the damage was even higher. I didn't mind the results, I can core a Stalker in 4 or 5 shots reliably.
Wait... I recall using my LRM40 C4 with dual LRM20s and it took... alot more. Grr...
EDIT:
I forgote to note, but I cannot see a rational difference between the LRM15 and LRM10 for CT damage. The rest is nice, but its superficial compared to the focus of brining a mech down. Since the LRMs only target the center of the mech, I can't justify the additional damage to other parts compared to the focal of it - since I am forced to hit center anyway, the LRM10 tighter grouping is continually rewarding better ammo usage and per shot usage than the LRM15.
To add insult to injury the recharge times and heat penalizes the builds. The smaller launchers overhead while the larger dealt it better - but the larger can't damage nearly as effectively while being worse for ammo usage.
That and it annoys me that the LRMs are supposed to reward larger launchers with more damage at the same pace if you can fit the tonnage and crit requirements. Instead the recharge penalizes the larger even further by reducing the damage output.
But why does the Stalker do so well? Its got LRM10 tubes. It forces the LRM15 and LRM20 to fire in the LRM10 pattern. As a result its a tighter spread damage and pays itself off.
Oh, and I found a glitch. I can load up my A1 with its 2x 15 missile tubes and launch off a LRM50 in a single volley by loading 4x LRM10 and 2x LRM5. Don't think that's working as intended, but I like it - with the spread of the LRM10 I core mechs almost as bad as the PPC boats.
The worst offense I have to admit to? You can't AMS a LRM50 volley like that. At all.
So I have been thinking on how to balance it, and I have asked before - see picture above - but I would like to see LRMs launching pattern reworked to fire in volley shots. Its buffs AMS usage and LRM damage only if it gets through. It does cause more CT damage, but its a fair balance for the cost per ton. You can still cover, and fast mechs can dodge it while the LRM is a target needing to aim or loose the shot.
My solution:
LRM spread is to be set to somewhere between the LRM10 and LRM15 size where the missile arc randomly follows the path to the target within that. Pretty much what we have, just set that for all launchers.
Automatically stagger the shot in a salvo pattern to spread the missiles out. This buffs AMS effectiveness for its duration, tightens LRM spread with the current mechanics to improve damage and make them viable in more mech versions.
Lastly, bring their recharge times to the same to reward larger loads.
I'll use the LRM5 as the base rate.
I see two ways to do this, and I prefer the first one.
1) Stagger-fire every 0.1 seconds. The LRM5 launches singles, the LRM10 in pairs, LRM15 in 3 and the LRM20 in 4 missile salvos. Its a total 0.4 second duration. Not too unlike firing a LRM5 from a NARC tube.
LRM5
1 Damage
2 Heat
2.85 recharge +0.4 second duration
1 missile per 0.1 seconds
LRM10
1 Damage
2 Heat
2.85 recharge +0.4 second duration
2 missiles per 0.1 seconds
LRM15
1 Damage
2 Heat
2.85 recharge +0.4 second duration
3 missiles per 0.1 seconds
LRM20
1 Damage
2 Heat
2.85 recharge +0.4 second duration
4 missiles per 0.1 seconds
2) Firing off the missiles in a set 5-volley pattern. Stagger the shot somewhat more to 0.2 second to maybe 0.5 second delay to allow AMS to get a shot.
LRM5
1 Damage
2 Heat
3.25 recharge
5 missile volley
LRM10
1 Damage
2 Heat
3.05 recharge +0.2 second duration
2x 5 missile volley per 0.2 seconds
LRM15
1 Damage
2 Heat
2.85 recharge +0.4 second duration
3x 5 missile volley per 0.2 seconds
LRM20
1 Damage
2 Heat
2.65 recharge +0.6 second duration
4x 5 missile volley per 0.2 seconds
3) Ideally: Allow the user to swap between volley and stagger shot missiles like the ECM can swap. Default to the stagger but allow to swap to volley.
With the current pathing the damage averages out for the better, so the reduction in damage is needed per missile. This helps keep the larger boats from being too overpowered as well, but really doesn't change the output of certain ones like a Stalker who relied on that tighter spread anyway. But ti rewards other users without penalizing them on a whole too much.
AMS damage might need to be brought down to balance how effective it could become, but I think it might be fine where it is now.
EDITED: added numbers for what I assume is fairly close to accurate to show what I intend
This shows the scaling effect, rough projected numbers as it appears. I based it off the assumption of basically full-launch effects from a Catapult as its intended to do eventually I believe.
Edited by Unbound Inferno, 05 July 2013 - 11:42 AM.