Sprouticus, on 16 July 2014 - 05:23 AM, said:
I agree Roland, but you have to admit that a lot of those factors ARE based upon the person being shot.
- Using cover is a factor the target can control
- Staying near an ECM mech is a facotr the target can control
- Bringing AMS is a factor the target can control.
- Being fast enough to move to cover when targeted is a factor the target can control.
Pilot skill is the big factor here. If you are good enough that cover is all you need, then dont bother with ECM and AMS. If not, then take ECM or AMS (or 2, or 3).
That having been said, the system as it exists DOES swing from OP to useless, primarily based upon target skill (and somewhat on the skill of the LRM mech).
How would you change the system to make it easier to balance across skill levels?
I think that the primary factor that leads to LRM's being virtually impossible to balance, hinges on the requirement for LRM shooters to maintain a lock throughout the flight path.
This makes LRM's into support weapons which are almost entirely dependent upon spotters being competent, and thus makes usage of them in non-organized groups a crapshoot... because once you fire them, you're basically at the mercy of whoever is holding that target. This introduces a large degree of randomness into the liklihood of whether those missiles will hit.
This, in turn, creates a huge weakness for LRM's, and then necessitates them to be strengthened to try and make up for the fact that so many shots will miss a target even if that target isn't under cover.
But then those buffs result in cases, as we've seen in various past stages of LRM balancing, where individual LRM volleys are crazy strong... and cases where a spotter DOES hold a target result in potentially obliterating that target with impunity.
Because of all this, the first change I'd make would be to revert LRM's to their original functionality, where once they are fired they will track the target, even if you lose lock. This will have a fairly substantial impact on how LRM's are used:
1) First, it will enable LRM shooters to make much more effective use of cover, since they will be able to do things like peek out of cover, get a lock, and fire a volley... then retreat under cover while those missiles fly to the target. This is how it worked in MW4, and missiles were much more satisfying to use (while not at all overpowered).
2) It will put control over LRM damage much more in the hands of the shooter, as whether or not missiles hit the target will be almost entirely dependent upon the target's location at the time of the shot, and whether he will be able to take cover. This will greatly reduce the cases where you fire a bunch of missiles, then something beyond your control happens and the spotter loses the target... and then your missiles are wasted (which is a majorly frustrating aspect of LRM's currently, in PUG games).
That change will make LRM's into weapons which, while still holding a supporting role and having a unique usage pattern compared to other direct fire weapons, will be more in line with other weapon's capabilities.
This will likely enable LRM's themselves to be weakened on an individual basis, such that boated LRM's will not be totally devastating (which they would, if you only implemented the first change).
The result of these changes will be LRM's which are generally useful in many different situations, and which produce a much more consistent damage output for any given match.
This consistent damage output will, in turn, be FAR easier to balance than the current situation with LRM's, where we see wide swings between total garbage and total dominance, largely independent from what the shooter himself is necessarily doing.
Finally, this consistent damage output will also enable LRM's to function as support weapons, combined with OTHER weapons as well on a mech's loadout. Since they will be producing reasonable, consistent damage, they won't really require as much complete dedication when using them.. You'll be able to bring a few missiles to support other weapons, without committing your mech to being "a missile mech".