Quxudica, on 27 October 2014 - 11:17 PM, said:
A simple nerf isn't going to solve the problem. LRM's have been on a constant never ending nerf buff nerf cycle since Closed Beta. I would not be surprised in the least if that single weapon system has received the most changes over the course of the game by a fair margin. The problem is inherent to their design, they need a complete rebuild from ground up for how they work. Primarily their Indirect fire capability needs to require the target be affect by either TAG or NARC, without either of those the user should have to have a LoS lock.
Your cause is just and noble.
LRMs are sucky weapons, plain and simple. Boating is the only way to make them useful, and when boated, they require no more effort than sitting in the back and holding the left mouse button.
Using them the way they could be used canonically as one-off LRM 10 or 15 packs to "mix up" your arsenal and give you some indirect fire capability - that just doesn't happen. They're laughably weak and pathetic as backup, support, or sidearm weapons. They just don't do the damage, and they're a waste of tonnage. Your only recourse if you want to use LRMs is to stack them on en masse and rely on their crappy mechanics to do the damage. It's not a player problem, it's a weapon problem. They need to be made into GOOD weapons, with a REAL skill requirement.
LRMs should require line of sight for an individual player, unless a target is "tagged" either with a targeting laser or a narc beacon. In exchange for being more demanding to use, they should be much more powerful in general, on a per-missile basis. Non-Artemis LRMs should have a high spread factor when "piggybacking" indirect locks, while Artemis FCS missiles have a normal, non-penalty spread even when locking indirectly in order to justify their greater sacrifice in tonnage.
Edited by Master Maniac, 29 October 2014 - 04:22 PM.