IraqiWalker, on 06 May 2014 - 11:48 AM, said:
With increased cycle time, I will be more worried about firing a salvo that will miss. Right now I can fire a a full alpha strike and not even be bothered for missing the whole batch, because it's gonna take me about 3 seconds before I can launch another slavo.
Good point. Especially from an LRM boat pilot.
Perhaps Koniving's idea will work... but maybe double-double isn't the right answer. Maybe +33% on both sides or something. Or asymmetrical -- 50% on recycle, 33% on damage. Or whatever.
I'm by no means an LRM user, but I do have one or two LRMs on a couple of mechs. I'm not sure that I'd like to have to wait 8-9 seconds to use my weapons again.
Besides -- you may be increasing damage to compensate for the additional recycle delay, but that doesn't compensate for the time your target has to realize the situation and bail. So there is also an intangible that needs to be worked into the math too.
The problem with balancing LRMs is that with energy or ballistics, despite some nuances, they are basically similar -- aim, and shoot. With LRMs, you get the benefit of spotting assists, no need for line of sight, an arcing trajectory, etc. So they have some inherent advantages / disadvantages (read: differences) from the other two that make comparing them a lot harder.
With energy weapons, PGI created 'ghost heat' to deter boating. But they left individual weapon stats basically the same. I'm wondering if they can do something 'equivalent' for LRMs too, rather than messing with balance further, which even I agree as a non-LRM user (mostly) is currently in a decent place. Maybe like forcing all LRMs stored in a particular location to fire at once instead of chain fire. (ie. So for a ROFLpult, 2 volleys of 15 over 4 secs instead of 6 volleys of 5 over 4 secs.) Blame it on the crappy lostech targeting computers available in 3050 -- it takes them longer to get a fix and code the missiles or something.