So why am I asking to making SRM's more skill dependent and not for a straight up damage boost? What does that even mean?
One of the mechanics the game revolves around is putting damage into the right body part. For both projectile weapons this comes down to aiming and leading correctly. For beams this comes down to aiming and tracking correctly. These are skills, the better you do those things, the more damage goes into the desired body part, the more effective your weapon is.
With SRM's however this is different. You aim them and you might miss, hit or clip somebody in the cloud of missiles. Yet there is no way to put all the damage in the same spot. The damage will always spread out. So as players get better at aiming and, tracking or leading, SRMs become relatively weaker. For example even if you had perfect aim with your SRM's and you manage to land every flight of missiles, you're still worse off then some one who can decently hit one body part with a medium laser.
This makes SRM's a difficult weapon to balance. Simply increasing damage makes it more effective but might make it too effective for when used by low skill players who have trouble focusing on a body part. Decreasing the spread will also make srms more effective but reduces their feel to a really slow travelling auto cannon.
So what is needed is a way to make the spread of damage from SRM's dependent on some skill. Back in closed beta there used to be a mechanic where SRMs would converge and deconverge every 75 meters. If you got your positioning right, you could land all SRMs in a single spot.
I'd like to see this feature return again.
edit: Words.
Edited by Hauser, 13 February 2014 - 08:55 AM.