Glythe, on 27 October 2014 - 09:16 AM, said:
To support this...
LRMs 10, 15, and 20 will fire 3 times in 10 seconds. This is consistent with most weapon systems (ML, LL, AC/20, Gauss rifle, etc).
The LRM 5 fires 4 times in 10 seconds.
Results:
After elites (Fast Fire)...
LRM-5: 3.09 seconds between firings. 2 tons.
0, 3.09, 6.18, 9.27. 20 damage. (4x)
LRM-10: 3.56 seconds between firings. 5 tons.
0, 3.56, 7.12. 30 damage. (3x)
LRM-15: 4.04 seconds between firings. 7 tons.
0, 4.04, 8.08. 45 damage. (3x)
LRM-20: 4.51 seconds between firings. 10 tons.
0, 4.51, 9.02. 60 damage. (3x)
Given this...
LRM-5 to LRM-10 is a gain of only 10 damage.
LRM-10 to LRM-15 is a gain of 15 damage.
LRM-15 to LRM-20 is a gain of only 15 damage.
Something is kinda off. Especially when you consider that often many of those will be shot down, and for the weight of one LRM-20 with Artemis and 1 ton of ammo, you can have 6 LRM-5s that deal 120 damage in 10 seconds (the effectiveness of 2 LRM-20s in only 12 tons). What is further, is that with 6 LRM-5s fired at the same time the ghost heat is negligible, and against a single AMS mech, you'll lose exactly 2 to 3 missiles (leaving you with 105 to 110 damage guaranteed to hit, every single time provided you're not in an urban area).
If you fire the LRM-5 3x in 10 seconds.... the difference between each upgrade is an even 15 damage increase in total potential damage. The 6 LRM-5 build would change from 120 damage to a 90 damage build, with 75 to 80 damage still guaranteed to hit when not in urban areas. (Its fun to mention that 6 LRM-5 builds are still far more CT focused than 4 LRM-15 + Artemis builds, too).
With the quirk system, the "one LRM-5" launcher mechs such as the Grasshopper and 4X will get their quirks upped so they won't suffer from an LRM-5 firing rate change.
Edited by Koniving, 27 October 2014 - 10:23 AM.