Praetor Knight, on 09 June 2015 - 02:16 PM, said:
Yeah, I can see that, the question is would it be better to have quirks for SRMs or simply for missile weapons, since it is one missile hardpoint on the 5SS?
And I've been thinking that one way to really help out SRMs, and missile weapons overall, is to give them a new tracking system.
Right now SRMs basically slow dead-fire scatterguns, spreading damage everywhere, and being rather ammo inefficient. An easy solution is adding more missiles per ton, reducing spread and then raising their velocity. LRMs are reliant on Locks, and Streaks just don't feel right IMHO.
So I'd rather see missiles follow the crosshair / reticle around when fired, until they hit something or reach max range. This would be with keeping their current velocities, and exploring a ripple fire pattern to reduce FLD a tad is what I'd look at for balancing with their new guidance in place.
So I'd start with five missile streams:
LRM 20 would be at four missiles at a time,
LRM 15 and SRM 6 three missiles at a time,
LRM 10 and SRM 4 two missiles at a time, and
LRM 5 and SRM 2 would be at one missile at a time.
The difference between Clan and IS could then be the delay between missiles in a stream, so that one has a shorter burst than the other.
Artemis, TAG and NARC would then increase how missiles readjust their flight path when the crosshair / reticle is moved around until they hit or reach max range. Then ECM would simply be a counter to this factor.
Streaks would retain their Locks only as the ammo saving measure (and not be blocked by ECM), and indirect LRMs I'd explore Locks as Fire and Forget only when combined with TAG and/or NARC.
So basically, allowing missiles to hit were we aim allows them to have more synergy with other weapon systems and be more ammo efficient, hopefully reducing the need to boat and then leaving space for when MRMs arrive, which are supposed to be dead-fire missiles/rockets, compared to SRMs and LRMs.
In all fairness, in TT Artemis equipped SRMs could actually home on NARC'd enemy mechs, in a limited capacity, but home in, none the less.
As for that particular TDR, then yes, it should be general missile quirks. If you have a lot of hardpoints, then it should get more specific, that way you can use the general quirks, without making every loadout ridiculous, and if you have a small hardpoint count for that weapon, then pump up the general quirks to compensate.