In MWO I think this would translate into players not boating them since getting them to hit an aware player would be pretty challenging unless the target was a slow assault or slow heavy in which case they would be protected by armor and some deflection.
The current SSRMs are just too hit-roll automated and give the player no input into the outcome of the shot. You want the player to be able to make perfect shots and bad shots based on skills learned when the game is a Simulation.
The other problem with the current SSRMs is they are not competitive with other weapons because the Clans have SSRM4 and SSRM6 and they always hit at 12-14% and that forces a damage cap at a very low level or everyone would just take SSRMs. Once you introduce the Turning Rate variance you can assign larger Turn rates for SSRM4 and SSRM6 and it works quite well to create a variety of application for each launcher size.
Edited by Lightfoot, 30 January 2015 - 11:38 AM.