I don't think it comes down to OP, I think it comes down to 'what happens'.
LRM's have horrible spread damage or shall I say lack of it, in my experience, and worse when in a slower mech.
Someone here mentioned dice rolls being gone, yup because some how implementing a dice system prior to damage is to much coding (it's not imo that is).
The problem has to do with what you have to do, with literally the simplest fire and forget damage weapon. Not to mention the screen shake and flash even when hit from BEHIND. And when it from behind on missle rain I have noticed, my front at times takes damage.
Counter LRMs
ECM: Even though the tech that ecm comes from never negated LRM locking, but that is another story. Lest not us forget that very few mechs carry ECM, and new comers and even casuals do no want to be crossing fingers that an ECM plays nicely on their team. Win? LRM
Cover: Best effect. Problem? You have taken yourself out of the fight. Not a big deal, but sometimes finding cover and getting down to 40% armor before you have seen a blip on the radar is a little off putting. Win? LRM
AMS: works but when your ams gets eaten up by other shots not directed at you, it can become pointless. 12 mechs in a match, most likely any give pug will have at least 4 lrm 15's 4 lrm 20's and a mix of 10's an 5's.
Make damage spread better, make hit count more random anywhere from 1 - all hit. Make damage canon. Could introduce longer fire rates.
In the end for me its 50/50, currently the counters are far less available and easier,than me dumping lrm rain on someone. Then again that'swhy the Catapult and Vultures were so deadly on a map, imo.
As well it is not about nerfing, if anything going to board game style of LRM's and there would be no need for nerf
Edited by elitewolverine, 22 October 2014 - 09:25 PM.