Their shots need to miss more, even with locks all the way to get target. I would almost say roughly 10% to 50% of the missiles need to miss when locked. Basically, this just means they need to spread more and not "converge" when they get close to the target. The only thing that should be reducing the amount of misses for LRMs is Artemis IV.
You can easily see this with large LRM swarms against small targets. Shoot an IS LRM/20 at a Light mech in the training grounds. When the swarm gets close to the Light mech, the swarm tightens up. This should not be happening.
Secondly, I think the cooldown on all LRM launchers needs to go way up. I would start with a 7.0s CD for LRM/5s, 8.5s CD for LRM/10s, 10.0s CD for LRM/15s, and 12.0s CD for LRM/20s. This would keep the DPS of missiles down so that once you get NARC'ed or TAG'ed, you just don't take a constant barrage of LRMs that never ends.
To balance out this change, I would make LRMs maintain locks through the entire life time of a swarm of LRMs once they are fired. Meaning if you got a lock when fired, you don't have to maintain a lock on the target for LRMs to continue homing in. I would also greatly increase their speed so they will reach the target faster. This will also allow for better dumb firing in ECM situations. Maybe to the same speed as SRMs, so 300m/s.
Also, in light of that change, I would up the DPS of AMS to being it back inline to it's current performance. Somewhere around 6.0 DPS would do the job.
The way I feel, the major issue with LRMs right now is that once a single person sees you, the entire team just blasts you to kingdom come. There has to be some reprieve from the LRM spam in that a single mech only will be firing their salvo once at you for a little bit so that you can react.
Edited by Zyllos, 19 July 2014 - 08:08 PM.