Livewyr, on 26 February 2014 - 03:32 PM, said:
LRMs should be balanced without the mitigating/enhancing factors in mind. This way, those effects are just what they should be- enhancing, or mitigating. (One very important caveat: ECM needs to NOT be an off switch, and BAP shouldn't have to be an on switch. It is impossible to balance LRMs when there are devices required to make them entirely useless, or useful at all.)
LRMs, alone, should be balanced for when dealing with a mech that doesn't have mitigating gear. So when you spend the cbills, weight, and space to make them more powerful with Artemis, they are just that- more powerful. One shouldn't have to spend weight and space to just make them balanced.
Missiles should speed up, just a little more- and have the spread equivalent to an atlas upper body. *(Maybe minus the arms, maybe.)
Artemis should tighten the group, with LoS.
AMS should be toned down to reduce damage from LRMs, but not be able to completely nullify LRMx40 barrage with 3 AMS systems.
ECM should have an effect of increasing the spread, or making a variable percentage miss, and cancel out Artemis. Not remove locking-ability. (That's what stealth armor is for.) It should nullify BAP.
BAP should increase the range of locking, and shorten the lock time, as it does- it should not have to counter ECM's shutoff.
TAG should be required for calling in artillery/air strikes- and for aiding in artillery missiles should they ever arrive.
Adv. Target Decay should do exactly what it's doing. It's an extra piece of equipment, taking up a slot, to specialize for a mech carrying missiles.
NARC should be attached to the component where it hits, and remain there for 45 seconds or until the component where it landed is destroyed. NARC should have no impact on Artemis LRMs.
TL;DR:
Missiles should be balanced without the other electronics.
Other electronics should be balanced between their costs(empirical and meta) vs their effectiveness.
We already have the issue where DHS is a requirement to be competitive- which can be solved but hasn't.
We don't want missiles to go the same route.
Again, man, the #1 reason people are whining about LRMs and increasing the speed is because THEY INTRODUCED AN ALRM60 BOAT TO THE TRIAL MECHS. Sure, it's all fine and dandy when the noobs don't bother to lock targets or fire them under the minimum range but......the minute those drooling, crosseyed mongoloids figure out how to hit the "R" button and chainfire the ALRM15s....you've got an LRMpocolypse on your hands. Better whine about it.
You wanna know how to defeat 4 noobs that actually know how to lock targets and manage their heat while filling the sky with LRMs from their Trial Stalkers?
1 ) Make sure you have AMS. 2) STAY WITH THE TEAM AND LET EVERYONE'S AMS WORK TOGETHER. 3) Stop being a dumbass and running across an open field with no cover and letting all the LRM boats on their team target you. What the hell do you think would happen to you if you jumped into a group of 5 Brawlers? They'd just pat you on the ass, explain your mistake to you and send you back to your team? Seriously. Get real, people.
Speed up the damn LRMs. Make is so the light mechs can't outrun them...for crying out loud, how can a humanoid robot with synthetic muscles generate enough speed to outrun a solid fuel missile? Tell ya what, if you question this logic, come over to my house and I'll let you try to outrun a bottle rocket....there's the scientific process for ya.
Lightfoot, on 26 February 2014 - 03:34 PM, said:
Nah, forget it, just keep them a little hard to use like they are now. They work decently, but if you sped them up the LRMs-are-cheating crowd would have a cow.
Most of the "LRMs are cheating" crowd are the light pilots that run around out in the open and when they find out they can't outrun every single missile, they cry. Whatever. Go back to piloting a Spider and take advantage of the buggy hitboxes.
Edited by Willard Phule, 26 February 2014 - 03:40 PM.