Reitrix, on 01 November 2014 - 07:31 AM, said:
Simple solutions.
Make ECM only double LRM lock time (increase the base lock time by 1~ second also)
Remove the ECM stealth. Basically make it like what happens when you drop a UAV above an ECM covered team, you can still LRM them, but the lock takes a while.
When thats done, TAG required on target to get an indirect lock.
If you're in view of 5 mechs with LRMs, they deserve the kill.
If you're in view of an ECM Raven at maximum Sensor range (All sensor boosts involved, i think its 1250 range) You aren't going to get any indirect locks.
But if that Raven snuck up and TAGged you, Expect LRMs in your face,
plx stop trying to pigeon hole indirect lrm fire into a tag/narc only affair. LRMS are bad weapons and are not present in high level games.
this is the real problem lrms are broken but not in the way you are talking about.
lrms are noob hunting weapons and only "really good" on maps like caustic when the enemy team doesnt have a good plan.
lrms already require teamwork to work properly i can say this from experience.
every lrm boat ive ever made has had to be a dedicated lrm mech because of how crappy lrms really are no other weapon system has to be boated in such massive amounts as lrms to be effective. im spamming LRM 50's from my stormcrow that in TT would reck anything that took more then a few salvos and in MWO i regularly spam 5+ in to a light and still barely manage to hit him with even 1/10 of those missles. im shooting more missles then he has hitpoints but lrms still dont kill hiim.
even with IS lrms in a battlemaster/stalker you have to often unload 400+ rounds of ammo just to take down an atlas or take a torso off and easily 3 times that if he has any cover or if i lose locks thats 8 salvos from a lrm 50 boat. It does not take me 8 shots of dual gauss to bring someone down. I can do it in 2 optimally and usually less then 5 even if im not hitting the same spot.
being 100% honest with you, if im taking ac5's i want at least 2 tons of ammo per gun maybe 3, gauss i like 3-4 tons per gun, ac20/10 3-4 tons per gun, ultra 5's 3-4 tons per gun ac2's 2-3 tons per gun. nice and even across almost all AC's.
when i think of LRMS it doesnt matter what size launcher there really is only two options.
A am i taking 1-2 lrms for some small support fire? yes? then 2-3 tons per launcher and im not expecting that to last long or even hit half the time, its just to suppress the enemy with bitchin betty.
am i taking a lrm boat out for a spin? IE 3 launchers or more or 2 big launchers with some backup? yes? then 7 tons of lrm ammo minimum period preferably 11-13 tons just to make sure i have enough.
my lrm 50 orion (2x 10, 2x 15+art) has 11 tons of ammo. has 1 ml backup
my lrm 50 (same) battlemaster has 12 tons of ammo and can fire almost the whole match, missing or hitting im letting the arrows rain for my team. has 3 ml backup
my 4x lrm 5+art griffin has 11 tons of ammo no backup weapon
my 4x lrm 5 shadowhawk has 12.5 tons of ammo and regularly can use it all. 1 ml backup
all of them rock bap and max JJ when applicable.
my ilya has 9 tons of ultra 5 divided amongst 3 ultra 5's
my dual gauss phract has 8 tons of ammo for 2 gauss
my dual ac20 pult has 7 tons for 2 AC20's
notice the pattern? other weapons yes you pack that ammo in so you can make up for missed shots. but LRMS you freaking PACK THAT AMMO IN. ive used as much as 15 tons of lrm ammo AND USED IT ALL. ive broken 1500 damage with lrms but really thats inflated because your peppering the enemy to death rather then executing them with a swift and precise anti-material round to the face.
lrm boats performance is entirely based off their spotters already. no good pilot uses lrms to face tank the enemy over open terrain. why? because you will get face stomped if you actually stand in the open at the wrong time.
there is no real way to make lrms competitive with direct fire weapons without creating an arms race of direct fire weapons which is a bad thing we dont need more of the same kind of weapons.
lrm's shouldnt have to be boated to be useful, lrms shouldnt be subjected to hard counters like ECM/radar dep/radar decay.
ECM should counter BAP+ART and thats already good enough because its a 1.5 ton 2 slot piece of equipment that counters another 1.5 ton 2 slot piece of equipment AND it counters ART lockon times, which is on average an extra 3-5 slots and tons of equipment on an lrm mech.
so ECM already counters 2 kinds of equipment PER MECH for 1.5 tons and 2 slots. that is more then balanced and still leaves people the incentive to use ECM because its small and it negates lrm mechs EQ advantage but it doesnt STOP you from using them ENTIRELY.
if ECM is allowed then i want blue light shield so i can take half damage from ppcs, i want armor types so i can have AC resistant armor and i want stealth armor plus thermo-optic camo so that i can be totally untargetable and untraceable except by eye.
but right now ECM is an angel ECM suite (which is a much bigger and heavier piece of equipment in TT) and stealth armor rolled into one sexy package with a few more perks then that (sheilding your team on top of you).
straight up what should happen a ground up rework of ECM/BAP/ART/the badly envisioned modules/LRMS as a whole the shake needs to go its just stupid that tiny missles shake a 100 ton mech, the flashy flash needs to be toned down across the board for all weapons not just lrms.
lrms need to be uniqe and useful without needing to dedicate your whole mech to lrm boating. right now it is profitable to farm the nubs with lrm boats thats why we see alot of them. its also profitable to narc/uav/spot thats why we see lrm boats decimating teams because their spotters are doing it right.
and no ecm should not make target locks take longer again we shouldnt have a hard counter to one weapon system unless there are hard counters to all weapon systems.
(my ac2's cry in a corner)
Edited by Mellifluer, 01 November 2014 - 08:52 AM.