ColonelMetus, on 23 February 2014 - 09:48 AM, said:
its about time to give every mech ECM or access to double AMS and some tripple AMS or nerf lrms
Like LRMs need to be nurfed even more. The weapon system that is considered one of the worse weapons in the game currently, with one of the most risky chances on if it will even work...
Counters to LRMs:
- They tell you they are coming in.
- AMS reduces the number of missiles that hit you (sometimes a single system can even take out an entire 10-20 LRM group, I've seen it happen).
- AMS can be grouped up by a team to make LRMs completely useless.
- ECM prevents most LRMs from being able to lock.
- BAP (a counter to ECM) doesn't interupt ECM before it will inturupt your lock if they get close to you. Sure, it turns ECM off when it gets close, but before it gets close enough to turn it off, it still disables your locks for a few moments.
- TAG is the only long range ECM cutting tool, and it works out to 750m right now (which is fine). However, it takes up a ton, and takes up what could possibly be a energy weapon slot in it's place. It also requires direct line of sight. Combine direct line of sight, non-aimable weapons, and the following point...
- LRMs are the slowest moving weapon in the game. Jump up and down at the right time, or if you are fast enough and run perpendicular to the LRMs, and you can effectively dodge ALL the LRMs that are heading towards you.
- NARC takes up a missile slot, which could be an LRM system, and weighs a lot, doesn't have much ammo, (currently, but will soon change) is also disabled by ECM, and has a very short range. (Oh, and it's manually aimed too, which means you have to be close, aiming, and in direct line of sight, most of which is bad for LRMs to be in.)
- LRMs damage whatever they land into, and don't focus damage anywhere. They are not as likely to core you out as they are most likely going to splash their 5-20ish damage all over the place, and many missiles will miss. (I have a about a 33% hit rate with my LRMs, and I don't blindly fire them at targets. Do the math here. If I have an LRM20 launcher, and only 33% of my missiles hit, and each missile does 1.1 damage per... how much damage am I really doing to do most times? That comes out to be about 7.26 damage per LRM20 launcher, which weighs 10 tons, plus at least 1 ton for ammo... Don't forget the TAG needed to get through ECM, and probably Artemis to help with Accuracy and stuff which is 1 more ton... That's 13 tons for a single LRM20 launcher which is, on average, doing 7.26 damage per volley. FEAR ME!)
- Hard 180m minimum range and then they do no damage.
- Must hold their locks for the entire flight duration, or most likely they will miss.
- Need I go on?
However, LRMs do have some Advantages:
- They can fire indirectly, using a teammates lock, provided it's steady enough...
- Don't need to be "aimed" per say.
Khobai, on 23 February 2014 - 11:01 AM, said:
IMO the following changes need to be made to LRMs:
-AMS should be required to receive missile warnings (makes AMS better and LRMs harder to dodge without it)
-LRM speed should be increased from 120m/s to 140-150m/s (makes LRMs harder to dodge)
-Artemis/TAG/NARC all need buffs, they currently don't do enough to justify the extra tonnage.
My opinions (and nothing more):
- AMS shouldn't effect missile warnings, as someone else said, that's a sensor thing.
- LRMs do need to go faster, as that will help them punch through AMS and help prevent as much dodging of the missiles. It also will help users to need to have the target lock "stare" a little shorter.
- Artemis/TAG I think are in decent places right now. NARC needs some rather MASSIVE buffs to be even worth me considering on a build. Thankfully, they are expecting to get a buff soon... if it will be enough we shall find out then.
KharnZor, on 23 February 2014 - 11:09 AM, said:
I'd be ok with this IF when they miss they impact on the ground and not follow the contour of the terrain and continue off into the distance hugging the ground
That is a BUG, and is not intended. I see this when they "hit" a slopped edge, and instead of hitting said edge, they instead "hover" over it. It's like they can't figure out the ground is there because of the angle. I'm almost thinking this is due to the "movement system" that was placed in for mechs and hills. It didn't do it before that was added in that I know of...
Kjudoon, on 23 February 2014 - 12:22 PM, said:
- Tag needs a buff to have lock out to 2000m and/or be half a ton at most. It's a sighting laser for crying out loud! Why is it as heavy as a ML???
Why would TAG need a buff to go out to 2000m? LRMs can't reach that far, and TAG was not intended for the LRM using mech to place (though we do it that way, and nothing is wrong with that), but was meant to be placed onto a spotting mech instead. I feel that, considering LRM max range, 750m isn't too bad right now.
I also don't think they need to be lighter, but they could use to not take up an energy hard point, and instead either take up a hard point of their own, or be able to be freely placed like BAP, ammo, heat sinks, etc. (Of course, these are my thoughts/opinions on the subject.)