Prefer double damage, double cooldown (reload time).
So instead of firing 3 times in 10 seconds, as LRMs 10 through 20 do, they will fire twice.
Instead of firing 4 times in 10 seconds, as LRM-5s do, they will fire twice.
New stats:
LRM-5
Damage: 10 to 11.
Reload speed: 3.25 seconds changed to 6.5 seconds.
LRM-10
Damage: 20 to 22.
Reload speed: 3.75 seconds changed to 7.5 seconds.
LRM-15
Damage: 30 to 33.
Reload speed: 4.25 seconds changed to 8.5 seconds.
LRM-20
Damage: 40 to 44.
Reload speed: 4.75 seconds changed to 9.5 seconds.
This maintains LRM effectiveness, DPS, speed, everything and removes the one most annoying factor of all:
SPAM.
There's nothing wrong with missiles currently except for the fact that you have no window of opportunity to travel, relocate, or engage the missile boat at long range. Especially when there are many of them.
To quote something I've said elsewhere:
"LRMs are in a great place now. Very useful. But unlike the days of old, the missiles travel fast, target decay maintains locks, and missiles hit very often with great detection now that everyone is chain firing.
However, because of all that, the rapid firing rates we've had to make up for the lack of all the above are no longer necessary and while the DPS of missiles is highly effective, the 'spam' is beyond annoying and makes players on the receiving end who are standing in cover and still being pelted feel completely helpless. So the idea is what if we doubled the cooldown (making it take twice as long to reload and shoot again) but also doubled the damage (to maintain the DPS and its effectiveness).
This engages players more. So instead of sitting in a corner reading celebrity gossip while holding down the "fire" button for LRMs until the match is over, missing is much more detrimental to them due to the increased time to reload and fire again. This increases the tactical element as instead of a "hold button" mechanic to grind for cbills, it is now about finding the perfect position to fire from and relocating after the fact before the enemies rush you. The combination of firepower and firing rarity also increases the value of missiles to the point that a player may actually make a request "LRM (Target) C?"
Better engagement means better player retainment. It also means more communication and reliance on others or themselves to fire at enemies, acquire escorts, make friends in matches, the list goes on. It also means that dedicating 100% to "boating" missiles is no longer a feasible option as that means being helpless when a rush starts. So they will bring other weapons to defend themselves and boat less.
In the long run, it'd also increase the value of spotter gear. Meanwhile, mixed builds that have 1 or 2 missile racks might use SRMs or Streaks for close range combat and long range energy weapons or they may go the other route and use close range energy/ballistic weapons and long range missiles as the individual launchers will have increased in value and battle significance.
Edited by Koniving, 14 May 2014 - 09:47 PM.