HighTest, on 06 May 2014 - 12:13 PM, said:
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.
the reason that we're going to fame percentage increase on the weapons is because we're trying to not harm the DPS, if the DPS is lowered, people will just dump the weapon. With Double-Double or 33% to both, the DPS remains the same (about 2.5 per second for example)
Also, the 8-9 second wait, is on the biggest launchers (20s and 15s), it will not hurt your DPS.
On point of the enemy pilot realizing that they are going to be hit and bail, the damage will still be around the same with both scenarios, it will just make mistakes punishable appropriately.
LRMs are in a good place right now mechanically, but the reward is a not much sometimes. If you're caught in the open you deserve to get wrecked every weapon but LRMs gets rewarded for getting a clear line on an enemy in the open with increased lethality. However, with the current system, you can easily start running for cover, and possibly make it, even with the unreal amount of missiles that got lobbed at you.
With increased damage-Cycle time, it won't take as many missiles to kill a mech (400 seem kinda ridiculous), but at the same time you won't put 400 missiles into a target within the span of 40 seconds, from one mech.
The element I find troubling is actually the screen shake/blindness from explosions from LRMs. with the current fast rate of fire, I can keep you blind and unbalanced with LRMs, almost as much as ACs. It's an added bonus, but I think it's a bit too much.