Some issues being discussed.
Leg splash damage.
Angle of launch.
Angle of downward return.
Angle of downward return when spotted by a Light mech
Angle of downward return when spotted by a UAV.
Light mech spot bonus given by UAV.
LRM curving over rocks
LRM curving around rocks
Spread pattern of LRM 5
Speed of missiles
AMS buff do to speed increase of missiles
Cooldown rate of LRM 5 link fired.
Lock on bug were missiles tones Red and shoots them into the ground.
Cover at some point we like to be able to use something smaller than a ten story building.
Indirect fire of missiles (Since you can't see were the missles will hit the spread pattern should be massive even with a light mech spot assist.)
Direct line of sight missile fire. (Hello I can see you so my missiles should hit in a tight pattern.)
Splitting up missile hardpoints into LRM and SRM points.
I will add AMS system shooting down SRM, NARC Beacons and streak Missiles. (Since its a Anti missile system it should shoot down all missiles. This is why so many SRM builds and NARC builds are working right now.)
Ammo restrictions (So you can't just slap 10tons of ammo into your mech.)
(Its a touchie subject push LRM to far you ruin the game. We saw that in closed beta PGI almost killed the game.)
Right now if Paul is still doing weapons balance then. LRM lollapalooza will still happen until Russ who is a big brawler fan steps in and fixes it all at a later date and time.
There are so many missile mechs now that were seeing about 100 to 150 LRM tubes per game. 12 mechs each with a avg. of 1 LRM 10.
This makes for some pretty sporty game play.
Edited by Corbon Zackery, 28 October 2014 - 09:25 PM.