Khobai, on 21 January 2016 - 11:59 AM, said:
Fixing LRMs is more complicated than that.
But yes increasing the damage per missile and lowering the rate of fire is one of the things missiles need to reduce their spammability and screenshake and increase their armor penetration.
But LRMs have other issues like velocity, ECM, indirect fire balance, that also need to be addressed. There is another topic where this is currently being discussed.
Honestly? I would just rip the MW4 LRM mechanic. Every 5 ratings is equal to either one missile or a "cluster" of 5 missiles, so an LRM5 is 1 cluster, 10 is two, 15 is 3, and 20 is 4. Each cluster does a 5 damage packet to any one given component hit. That way the damage of LRM fire is not so horribly smeared as it is currently. Clan LRM clusters do a linear damage drop under minimum range, but make Clan LRMs have a slightly longer cooldown and a
much flatter trajectory so as to be better shifted towards more direct fire use.
Compensate it by changing AMS mechanics, as well. Again, back to the MW4 style system where 1 AMS = 1 destroyed cluster per LRM launcher used. Only your own AMS will protect you from LRM fire. Yes, this does mean if you have an AMS you are immune to LRM5, and if you have 2 you are immune to LRM10. However, it means the AMS equipped mech next to you cannot help you against LRM.
Edited AMS portion based on quick discussion. Instead:
*AMS with a flat base % chance of shooting down
each cluster inbound, with a flat % increase per AMS equipped, starting at 25% chance base for AMS. Each additional AMS would increase the per cluster chance by 12.5%. So 4x chances against an LRM20, or 12x chances against 6 LRM10, etc. Only your AMS would protect you from LRM fire.
No allies' AMS would help you out.
*numbers open to tweaking
This way LRMs are far more effective weapons overall, but AMS can severely limit the damage potential of LRM boats. AMS becomes equipment you
want to devote tonnage towards on an individual basis and, because they
are so effective on a
per cluster basis it incentivises taking one or two large LRM launches as opposed to several smaller ones which is the current go to approach you would get a lot more utility and potential damage protection out of them.
Extreme AMS case:
KFX or NVA with 3xAMS. It would be immune to LRM15 fire, but still take damage from a LRM20. However, that tonnage investment that was spent on those AMS and the ammo to feed them are limited to only that specific mech's personal protection, and not of those around it. Further, any LRMs that do penetrate the AMS (IE: 1 cluster from an LRM20) is 5 damage, pinpoint, where ever it hits.
Edited by Pariah Devalis, 21 January 2016 - 01:27 PM.