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*barely*
ERLLs have 19 hex range. ERPPCs/CERLLs have like 23 hex range. LRMs have 21 hex range in tabletop.
The point is LRMs in MWO should have very close to the same effective ranges as those other weapons. What we have in MWO are not LONG RANGE missiles. Theyre more like medium range missiles... because theyre absurdly easy to dodge past like 500m. As "long range" missiles they should be completely viable out to their full 1000m range.
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Um LRMs can indirect fire so why should they be as good as other direct fire weapons? LRMs need to be better at direct fire than they currently are, but they should never be as good as other direct fire weapons because they have the ability to indirect fire. LRMs can easily be turned into a viable weapon system with the following changes:
1) remove abilities like ECM's stealth that hard counter LRMs.
2) give them significantly better velocity so theyre not as absurdly easy to dodge and can actually hit things at 1000m and function properly as long range weapons.
3) buff artemis so its actually worth using (at the very least make it give SRMs/LRMs increased crit chance)
4) increase the damage per missile but also increase the cooldown by the same proportion, that would make LRMs penetrate armor much better while also making them less spammable.
5) nerf LRM indirect accuracy severely unless the target is TAGGED/NARCD. LRMs should only be able to indirect fire if the target is tagged/narcd, because otherwise theyd be too strong with the above changes, but also because it reinforces the role of tag/narc.
That basically addresses every problem with LRMs... the fact theyre hardcountered by ECM, the fact artemis is too weak, the fact lrms dont penetrate armor very well, the fact lrms are easily dodged and are more like medium range missiles rather than long range missiles, and it makes tag/narc much more worthwhile since enemy mechs that get tagged/narcd will get hit with much more powerful lrms.
Edited by Khobai, 19 January 2016 - 05:10 PM.