Alistair Winter, on 27 January 2016 - 04:45 AM, said:
PS: I do not think LRMs in MWO are well balanced, by the way. I think the missile lock mechanism needs to be redesigned to put more emphasis on aiming skills, and then you can increase missile speed and make LRMs good weapons for comp teams too. Right now, you need almost zero aiming skills, you only need a good sense of tactics and positioning to do well with LRMs. But that's a discussion for another time.
This is the key bit, especially that Reticule outside the box bit.
I really want LRMs to function more like "quasi-homing" ballistics that are
+ Fire and forget (can put reticule on target and snap off, no more face-staring)
+ Good travel times (faster velocities, think 400-600m/s)
+ No hard counters - only softer counters (ECM) that would negatively affect lock sequence and tracking, and AMS
+ Don't actually need a lock to fire and be used well*
However
- No auto-aim
- No huge elevation
- No indirect fire, or strictly controlled indirect fire
- longer cool-downs for the smaller tubes (min 4.5s, or normalize all of them around 5s mark after all they are "long ranged weapons" which was so often brought up by proponents of the Gauss nerf
)
You wouldn't need a hard lock to fire, but the longer you are willing to risk the lock sequence the tighter the missile spread and the better tracking you would get.
So there would be a risk/reward feature with risking more facetime.
Tarogato, on 27 January 2016 - 05:23 AM, said:
That's why LRMs are actually bad. It's right there in your data. =P
Crazy inefficient is relative, its inefficient from a damage/kill standpoint - but shared locks with high elevation is a type of force multiplication that literally no other weapon in the game is allowed to have. On top of the efficiency of saving your own armor through indirect fire.
One mech spotting you allows every single LRM to be fired on you, that's what makes them obnoxious on weekend events.
This is why LRMs are badly designed, this is why we say they are feast or famine.
They are bad in many instances and ridiculous in the situations where they have advantage - two extremes that are toxic to gameplay, and even bad for players using them (teach bad habits to new players, and creates wrong headed thinking on how they are supposed to be used).
Edited by Ultimatum X, 27 January 2016 - 10:36 AM.