In every game, there are a certain number of mechs carrying LRMs, TAG, NARC, ECM, AMS, BAP, radar deprivation module, target decay module, sensor range module and maybe even a command console. Some of these items are for stopping enemy LRMs and some of them support allied LRMs.
Here's an explanation of their effects: (someone tell me if I've missed any effects or have a mistake, a lot of this is copied from: http://mwo.gamepedia.com)
These supports and counters are capable of entirely preventing LRMs from getting a lock, or allowing LRMs to be locked onto an enemy mech that it not visible to any team member. These "Hard" supports and counters make the performance of LRMs completely dependent on them.
Here are two examples of how LRMs can be useless in some circumstances and OP in others, based on the amounts of counters and supports, with two identical teams against each other:
Example one; useless:
Team compositions: 2 ECM lights, 2 energy mediums (one is ECM cicada), 2 ballistic heavies, 2 LRM boat heavies, 2 LRM boat assaults (one is ECM atlas), two ballistic/energy assaults. No TAG, no NARC, 6 AMS per team, most brought target deprivation.
The ballistic and energy mechs are fighting under ECM from the lighter mechs, the LRM mechs are under the DDC's ECM. Nobody is staying in LOS for long due to direct fire weapons. The ECM mechs aren't using counter mode (most don't seem to know it exists). There are next to no targeted mechs on the field, once one of the team's direct fire mechs beat the other team's, the losing team's LRM boats are left helpless to ECM covered attackers. (but the winning team's LRMs are useless also, as the DDC is still covering the remaining enemies)
Example two; OP:
Team compositions: 2 NARC lights, 2 energy mediums, 2 ballistic heavies, 2 LRM boat heavies, 2 LRM boat assaults (one is ECM atlas), two ballistic/energy assaults. 3 AMS per team, couple of TAGs, few adv. sensor range, two of the LRM boats brought adv. target decay.
Each team's NARC lights immediately start sneaking around the enemies. Only a few mechs are within the DDC's ECM bubble. Someone is NARCed. They lose half their health to LRMs before getting to good cover. The first mediums come into LOS, they immediately get tagged and have ~150 LRMs coming at them. Due to tag, they lose their CT and die. Someone else is narced, this time under the ECM bubble. NARC lights get frustrated by the ECM, and narc the DDC. 500 LRMs and 15 seconds later, there is no more DDC. One team gets an advantage, the direct fire mechs move in, take heaps of damage, but the mechs they had targeted die from missile bombardment. Then it is a clean up job.
The point of those stories is to show how with equal numbers of LRMs in two games, one of them could have the LRM boats averaging 100 damage, the other 6-800, and the only thing that changed was the amount of supports and counters.
Here's a table showing how I view the balance of LRMs relative to the amount of supports and counters:
NO SUPPORTS | FEW SUPPORTS | MED SUPPORTS | MANY SUPPORTS | |
NO COUNTERS | Balanced | LRMs are OP | LRMs are very OP | LRMs are EXTREMELY OP |
FEW COUNTERS | LRMs are weak | Balanced | LRMs are OP | LRMs are very OP |
MED COUNTERS | LRMs are very weak | LRMs are weak | Balanced | LRMs are OP |
MANY COUNTERS | LRMs are useless | LRMs are very weak | LRMs are weak | Balanced |
Note that the first column is a rare case. LRM mechs usually carry some support systems for their missiles, so they don't get into those situations.
The support-counter system is what is making LRMs "OP". The people complaining are not bringing enough counters OR their enemies are bringing too many supports. The situation can be improved by making ECM a soft counter (increases lockon time, but does not hide triangles), reducing the effects of modules, making NARC less of a death sentence, buffing AMS (currently a very soft counter) and THEN rebalancing missile damage if needed.
TL;DR:
Long range missiles are not OP on their own. An excess of supports makes them OP. Excessive counters make them weak. The support/counter system is too "hard". Missiles cannot be balanced properly when their performance is far more dependent on supports and counters than it is on damage, heat or other missile stats.
The forums have wreaked havoc with my formatting, particularly the table, I'm trying to improve it, but forum software is modifying it automatically.
Edited by John1352, 28 August 2014 - 04:00 AM.