I've heard many discussions on how LRMs should be changed but it's only been small tweeks. What about something that completely changes how the system operates.
What I am suggesting is that we make LRMs an Indirect Fire weapon with Lock on features for TAG and NARC.
These are the things I'm thinking of:
1. Remove the Lock on Feature of LRMs.
2. Increase the speed of LRMs by x4(ish) or adjust the arc that LRMs are fired at
3. If the target is TAG'd or NARC'd then any nearby LRMs would track to the Target
4. Adjust spread as needed
These changes do several things:
1. Require more direct targeting in order to hit your target. (much like TT, you have to have LOS to shoot your Target)
2. Increased speed of Missiles increases the chance that you will hit your area before your target has much of a chance to React.
3. TAG and NARC has a more active and obvious roll in the game.
4. Lays the ground work for other artillery systems such as the ARROW IV and Thumper.
Anyhow, these are the basic ideas that will need lots of tweaks and adjustments but I'd like the communities thoughts on the feasibility of the change
1
Lrm Overhaul Suggestion
Started by Samriis, Jan 20 2016 08:41 AM
8 replies to this topic
#1
Posted 20 January 2016 - 08:41 AM
#2
Posted 20 January 2016 - 09:37 AM
you want 4x the lrm speed? lol no, seriously, that way they get a devasting wepaon as direct fire wepaon in closer situations. Especially when you remove the lock as well. you basically generate low damage srm's with possible 20 racks.
The problem with lrm's is finding the spot where they get competitive in higher tier gameplay yet not OP in lower tier gameplay. LRM's are an anti skill wepaon, the less skill the opponent has the more horrible the results are. The mroe skill a opponent has the more tends its usability to 0.
a lot better would be workign with dynamic spreads and speeds.
tags, narc and artemis give much tighter spread faster speed, as well as direct LOS. while locks without these may allow hitting as before the spread is higher.
This will make passive shooting a lot les efficient, which helps vs nebwis not able to get devasted by the lakc of skill to use cover properly. But it does not much affect this vs skilled palyers who know hwo to avoid them anyways. Yet correctly approachign with lrms's and support devices for lrm's will make them a LOT more effective by tighter spreads and faster speed. Setting this synergies up corretcly requires some skilled gameplay, and will result in better less spreaded damage. because the mainissue with lrm's on higher skillevels is their horrible spread damage which makes them very uncompetitve. High skill area is whee pinpoint damage matters and stategical locations taken out. This is lakcing on lrm's they always to go CT with spread out to the other components by luck. so when you approch a opponent with cherry red legs, much fun hoping your lrm's will hit them. especially when he has a DWF like top. And this sucks because lrm's this way are very situational not allowing much tactical actions when specific situations require them.
The problem with lrm's is finding the spot where they get competitive in higher tier gameplay yet not OP in lower tier gameplay. LRM's are an anti skill wepaon, the less skill the opponent has the more horrible the results are. The mroe skill a opponent has the more tends its usability to 0.
a lot better would be workign with dynamic spreads and speeds.
tags, narc and artemis give much tighter spread faster speed, as well as direct LOS. while locks without these may allow hitting as before the spread is higher.
This will make passive shooting a lot les efficient, which helps vs nebwis not able to get devasted by the lakc of skill to use cover properly. But it does not much affect this vs skilled palyers who know hwo to avoid them anyways. Yet correctly approachign with lrms's and support devices for lrm's will make them a LOT more effective by tighter spreads and faster speed. Setting this synergies up corretcly requires some skilled gameplay, and will result in better less spreaded damage. because the mainissue with lrm's on higher skillevels is their horrible spread damage which makes them very uncompetitve. High skill area is whee pinpoint damage matters and stategical locations taken out. This is lakcing on lrm's they always to go CT with spread out to the other components by luck. so when you approch a opponent with cherry red legs, much fun hoping your lrm's will hit them. especially when he has a DWF like top. And this sucks because lrm's this way are very situational not allowing much tactical actions when specific situations require them.
#3
Posted 21 January 2016 - 11:36 AM
Quote
much like TT, you have to have LOS to shoot your Target
You don't have to have LOS to fire LRMs in tabletop. A friendly unit does, the shot becomes indirect fire with a to-hit penalty.
As any missile jockey in MWO can tell you, relying on friendly locks to fire is indeed an accuracy penalty.
Speaking of accuracy, TAG is an accuracy booster for people to shoot YOU, given what it takes to use.
#4
Posted 21 January 2016 - 11:42 AM
At the moment LRMs are neither unusuable nor inclined to instagib everything they hit due to massive compounding CT splash damage.
Considering the feast-of-famine times of the past, I'm really disinclined to **** with their performance.
Considering the feast-of-famine times of the past, I'm really disinclined to **** with their performance.
#5
Posted 21 January 2016 - 12:19 PM
LRMs are fun, but annoying to being spammed by. I think they cause more screenshake than actuall damage, like i said plenty of times, i'd love to see their damage per rocket increased, in exchange of huge cooldown increase.
That would eliminate brainless LRM spamming, and promote more skill to use. When it comes to flight path, flight speed and indirect fire capabilities, i cant spare any complains there.
That would eliminate brainless LRM spamming, and promote more skill to use. When it comes to flight path, flight speed and indirect fire capabilities, i cant spare any complains there.
Edited by MechB Kotare, 21 January 2016 - 12:23 PM.
#6
Posted 21 January 2016 - 08:16 PM
I like lrms like they are (catapult owner ) They don't do massive damages to one location but are good to soften mechs before engaging in direct combat.
And yes good pilots can avoid them --> if some pilots complain because they are not able to get cover due to lack of skills, the problem is their lack of skills.
And even if they can be avoided, the time you spend to take cover might change the course of battle (crowd control)
And yes good pilots can avoid them --> if some pilots complain because they are not able to get cover due to lack of skills, the problem is their lack of skills.
And even if they can be avoided, the time you spend to take cover might change the course of battle (crowd control)
#7
Posted 22 January 2016 - 03:10 AM
The best counter to this is if a mech is lobbing a large quantity of LRMs at an enemy (say roughly defined by mech class 20+ for light, 30+ for medium, 40+ for heavy and say 50+ for assault) it should be highlighted on the enemies radar for a few seconds lets say for arguments sake 2-3s afterwards indicating where the missiles came from and a special colour or tag indicating missile boat and its direction, even make it show up uniquely on the HUD for better effect.
The benefit of Long range missiles is still there but at the expense of everyone knowing where they came from and so more easily counter attacked. This would discourage LRM assault mechs and encourage lighter faster mechs and so capping their LRM ability. The methodology behind it saying your mechs radar can trace the Missiles point of origin this will be more reliable indicator against a large mech lobbing missiles than a light one which could move from the last known position more easily.
The benefit of Long range missiles is still there but at the expense of everyone knowing where they came from and so more easily counter attacked. This would discourage LRM assault mechs and encourage lighter faster mechs and so capping their LRM ability. The methodology behind it saying your mechs radar can trace the Missiles point of origin this will be more reliable indicator against a large mech lobbing missiles than a light one which could move from the last known position more easily.
Edited by mad kat, 22 January 2016 - 03:13 AM.
#8
Posted 22 January 2016 - 04:40 AM
3x the damage, make them faster and more accurate, but only give out 40 missiles/ton. That gets rid of spamming. LRM boats in the back will actually have to coordinate with a spotter to make sure their precious shots count. Or they'll get their own locks. That makes them more competitive while leaving damage/ton the same. Indirect fire is cool, it adds much needed variety to gameplay.
Also: a single LRM5 or 10 would still do 15-30 damage a shot, making it worthwhile to bring them, even if you're not a boat.
Also: a single LRM5 or 10 would still do 15-30 damage a shot, making it worthwhile to bring them, even if you're not a boat.
Edited by adamts01, 22 January 2016 - 04:41 AM.
#9
Posted 22 January 2016 - 05:08 AM
Well the topic says overhaul:
well here is some nerdtastic google slide:
Afraid of clicking strange links? TLDR:
(max range is 2000m for indirect fire (and 200m/s for this distance)
more dynamic LOCK mode and a second mode (like you have two modes for AMS and ECM) the no lock ballistic mode.
The later is simpler so first. YOu point and fire...the missiles will travel to the point you are aiming but at ground level. Say you are aiming at a city wall.... in 1500m distance. The missiles try to hit the ground abrest to your position
Spread is huge and of course depended on distance at 2000m a LRM 20 will saturate the ground with a diameter of 11m, (9 for a LRM5)
Speed is fixed 200m/s
The more complexe modes are with lock. The difference between indirect and direct is first range - everything below 1000m will try to get a direct lock. Above or without LOS you need NARC or TAG (no klicking doritos anymore)
Both modes have a quality margin (GOLD and RED respectively TAG and NARC)
This has impact on the hit box you are locking on, and the spread
The speed is depended on range - at 200m with LOS missiles may be as fast as a AC5 slug.
When you are able to hold your crosshair on one location or at least most of the time on this location you get a GOLD lock. Gold has a tiny spread just ~ 2.6m at 900m distance.... well thats just one hitbox for some mech moddels (can you imagine what a volley of 70 LRM will do to this target (travel time is less than 3sec)
same for TAG if the spotter can hold it on target most missiles will hit the spot he is aiming at.
If a spotter got a lock (TAG or NARC) you get a "message cockpit light" and you can fire instantly when the target is in range and in a 60° field of fire in front of you
if there are multiple spotters that hit multiple targets with NARCs or TAG, and all of those targets are valid (field of fire and distance) your LRM will split accordingly
well here is some nerdtastic google slide:
Afraid of clicking strange links? TLDR:
(max range is 2000m for indirect fire (and 200m/s for this distance)
more dynamic LOCK mode and a second mode (like you have two modes for AMS and ECM) the no lock ballistic mode.
The later is simpler so first. YOu point and fire...the missiles will travel to the point you are aiming but at ground level. Say you are aiming at a city wall.... in 1500m distance. The missiles try to hit the ground abrest to your position
Spread is huge and of course depended on distance at 2000m a LRM 20 will saturate the ground with a diameter of 11m, (9 for a LRM5)
Speed is fixed 200m/s
The more complexe modes are with lock. The difference between indirect and direct is first range - everything below 1000m will try to get a direct lock. Above or without LOS you need NARC or TAG (no klicking doritos anymore)
Both modes have a quality margin (GOLD and RED respectively TAG and NARC)
This has impact on the hit box you are locking on, and the spread
The speed is depended on range - at 200m with LOS missiles may be as fast as a AC5 slug.
When you are able to hold your crosshair on one location or at least most of the time on this location you get a GOLD lock. Gold has a tiny spread just ~ 2.6m at 900m distance.... well thats just one hitbox for some mech moddels (can you imagine what a volley of 70 LRM will do to this target (travel time is less than 3sec)
same for TAG if the spotter can hold it on target most missiles will hit the spot he is aiming at.
If a spotter got a lock (TAG or NARC) you get a "message cockpit light" and you can fire instantly when the target is in range and in a 60° field of fire in front of you
if there are multiple spotters that hit multiple targets with NARCs or TAG, and all of those targets are valid (field of fire and distance) your LRM will split accordingly
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