dwwolf, on 11 March 2016 - 11:09 PM, said:
God forbid LRM20s on whats supposed to be the IS LRM mech actually being usefull.
My take ( where appropriate )
LRM20 spread reduction to LRM15 levels.
10% missile flight speed and range bonus.
20% LRM lockon time bonus.
With the way that LRM's work in this game, those quirks are probably the only ones that would have me taking an LRM20 over an lrm15, the possible extra 5 spread damage, just isn't worth the weight or heat.
OK brain storming
The reason that LRM 5 is so superior to the others is that its a concentrated hit of five, combined with its crit and weight.
The more missiles you have might hit in larger rings so while your doing more damage, its spread out over the mech, so similar to an indirect LB 10, in effect, but with the 15 and 20 a bigger spread.
LRM 5's along with their short ranged cousin the SRM 2 should be the worse missile systems in the game, but frequently are not, and in the LRM5 case the best option, for multiple launchers over 2. Six chain fired LRM5 are vastly more effective than paired LRM15 and the two tons you save with the lrm 15 are nowhere near compensated for the flexiblity of the LRM5's.
Seems to me the only way to reverse this missile trend of smaller is better is to do one of two things, have missiles hit in clusters similar to the way Clan auto canon works with each cluster being three missiles.
LRM5 two clusters of 3 and 2
LRM10 three clusters of 3 and a single 1 cluster
LRM15 five clusters of 3
LRM 20 six clusters of 3 and one of 2.
It is still, in the case of the lrm 20, 20 missiles hitting in six waves, so easier to spread than a clan auto canon which has far less 'slugs'.
This I think would be a coding nightmare, but it does make the larger launchers more effective, and I'm sure there would be claims of its makes the clan AC's even more useless, though it doesn't, it just uses a similar game mechanic, as they would act like indirect clan LB-x canon if there were such a beast, with all the headaches of holding locks and targets ducking.
Second is much easier to introduce, you have a single spread circle and all parts are used by all launchers, so an unmodified lrm5 spread would be virtually useless.
You then use quirks to concentrate the missile systems
Mechs like the Vindicator and Grass hopper would get quirks to make the LRM5 better than it currently is, as they can't effectively use missile systems except the Vindi hero, because of the hard points or where they are, the head in the Grasshoppers case.
Mechs like the Archer, Catapult, stalker Mauler Highlander etc would get no LRM5 quirks making taking them a bad option, but would get quriks for LRM 15's and 20's to make them more effective.
The base line spread, speed, cool down could then be used for balancing across the game.
I'm sure there will be cries of this is crap, because the lrm5 spam would die that they like to project from their Cat A1 Stalker etc, but bigger should be better, not the other way around.