Rogue Jedi, on 28 January 2015 - 07:13 AM, said:
is the fact that they will not get another shot not suffiscent, they sneek up behind a Dire Wolf, fire their 80 damage alpha strike, it spreads over the Wolfs 3 rear componants so fails to kill it, Dire Wolf then turns and kills the Alpha Striker, aim at anything faster than an assualt and have a fair chance of missing
The thing is this wasn't a very inaccurate weapon and if it spreads THAT much at close range then this ruins the point of using it at medium-long range (long range = in BT standards of long, ie 600m ish)
It was actually quite accuracy for a missile weapon in terms of spread, kinda like an LRM 5 that doesnt' arc.
The inaccurate parts comes in the form that it has no guidance system. [lightbulb idea, see bottom *]
The part that it can't fire again is a huge draw back already, and this is why they can't overly nerf it (ie make it spread worse then giving a blind man an LBX 10, making it useless to fire at ranges like 500 meters). However if it is just like how it normally works then it could be problematic to spam.
As I said with the stalker idea of a guy running 5 RL 20's ( 100 damage) and then still run 2 ER PPC's and a large pulse or what ever with good heatsinks and a large pulse laser or something like that, it has an alpha of these missiles to do 100 damage though and thus it coudl kill or core at least 1 mech and thus 'carrying it's own weight' on the team while still being combat effective and decently fast for a stalker (template build =
STK-5M , RL-20 = 1.5 tons each (7.5 total), 3 crit sltos each)
* An idea to balance this thing is to make it a slow moving projectile. Kinda like clan SSRM's or maybe a bit faster. So that it can hit up close and still hit at range however beyond 100 meters you need quite a bit of leading and hope the enemy isn't moving much.
Well this is my idea... this also gives AMS a chance to shoot down missiles.