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7. The central flaw of the current LRM and SSRM system is that they basically guarantee hits if lock on is achieved (baring AMS and cover). In FASA Battletech, missiles are not guaranteed to hit; you need to roll dice. Since we do not use dice in a 3D shooter, we replace it with aim. However, the current lock-on mechanism is much too easy in terms of aim;
I stopped reading right here
We need people to start posting their stats since this is BS
I hardly ever get killed by LRMs or SRMs
My best is S-SRM6 at 69% hit rate all my LRMs are 32.4% or lower
I played another TT game called Tactical Air War
(
https://boardgamegee...ical-air-combat)
In this game you rolled the dice for radar lock-on in the radar lock on phase then rolled the dice for missile track and so on
Anyway to bottom line this, a dice roll is used to give the probability that something will happen
So it’s easily implemented by a computer (they have electronic dice roll)
(I just read in the review of the game --great game by the way -- it says “At one point called the most complicated war game ever")
Anyway all this stuff about LRMs/SRMs are a no skill weapons is all BS
If you know about missile lock on and missile "G" limit you know to put your targeting recital out front of a fast moving light
A laser requires none of this you just shoot "pew pew"
The LRM experts could write a small manual on the proper use of LRMs
Bottom line missiles are not perfect even in ideal conditions they will not be 100% effective
That should be the starting point for any in game mechanic
As range, speed and maneuvering of a target the probability of hits should go down
So maybe LRMs/SRMs are where they need to be
My opinion is any weapons system below 30% effectiveness should be removed from the game
Why waste people’s time
Of course lasers are super easy to use so maybe giving everyone 3 small lasers would be the ticket