It's just basic common sense.
When dealing with BALANCE, 6x LRM5 should be equal to 2x LRM15 or 3x LRM10, and slightly inferior to, 2x LRM20.
But due to the cooldown and spread mechanics, if one does use LRMs, LRM5s, en masse, preferably 5-6, are the way to go. Be you in a Jenner IIC, a Mad Dog, or the Archer.
• IS LRM20 spread reduced to 6.2m (down from 7.0m). Cooldown of the weapon from 4.75s to 5.5s.
• IS LRM15 spread reduced to 5.2m (down from 5.7m). Cooldown of the weapon from 4.25s to 4.75s.
• IS LRM10 spread reduced to 4.2m (down from 4.3m). Cooldown of the weapon from 3.75s to 4.0s.
• Clan LRM20 spread reduced to 6.2m (down from 7.0m). Cooldown of the weapon from 5.0s to 6.5s.
• Clan LRM15 spread reduced to 5.2m (down from 5.7m). Cooldown of the weapon from 4.5s to 5.5s.
• Clan LRM10 spread reduced to 4.2m (down from 4.3m). Cooldown of the weapon from 4.0s to 4.5s.
Not sure offhand what the LRM5 base spread is. TBH. IS has a cooldown of 3.25 seconds, Clan, 3.5.
Heat? Supposedly one should run HOTTER using multiple 5s, but especially since Chainfire is a norm, it really doesn't seem to be much an issue, whereas I do know any mech running 2x LRM20, get toasty, rather fast. Part of that, I'm sure is the extra 2-4 tons one can save for DHS depending on build.
Anyhow, simple fact, 6x LRM5 whether Clan or IS, is resoundingly better than 2x LRM20, which is insane since you are comparing 12 tons (6 for clans) of weapons vs 20 (10 for Clan). And Artemis does little to matter.
Ideas?
LRMs. Add 100 m/s to base velocity.
Give ALL Launchers the same spread pattern (because mass, crits and slow cooldown is more than enough tax on the big launchers, already), Probably the LRM10 pattern, and a little tighter with Artemis.
Give LRMs another 100 m/s speed boost if they are homing on NARC'd or TAG'd enemies, and the hit pattern should be based on the Location the Mech is Tagged or NARC'd with the obvious changes for facing. (AKA if you are in front of a Mech that is TAG'd or NARC'd in the REAR RT, then the damage pattern should be focused around the FRONT RT as they take the shortest route to the designated area.)
Shorten Lock Time with LoS but make it more Pipper Dependant (I think it already has been tightened some that way, seems like I drop locks way easier now), increase them without LoS. Of course, NARC and TAG Would shorten the Lock again, but still be based on LoS/No LoS.
Then with LRMs being semi effective, we can stop worrying about stupid levels of quirks to achieve effectiveness, and maybe give it mild cooldown/heat gen quirks, and call it a day.
Or even Missile Lock speed/duration quirks.
*EDIT*
Found this fascinating thread on Mechspecs, too
https://www.mechspec...test-lrms.8298/
To summarize my current thoughts after 18 pages of discussion:
(mind you there are changes I would love to make, but realistically know that they won't)
1) Normalize All Launchers to LRM10 Spread, including the LRM5
2) Bring the Cooldown Closer together, but not identical.
3) Perhaps give smaller racks slightly shorter lock times
4) With Artemis, add 100 m/s velocity and tighten all size Launcher Spread to LRM5 level
5) Indirect fire without aid of NARC or TAG all Launchers use LRM15 or 20 spread to reflect general inaccuracy of unaided indirect fire
6) LoS LRM Launch in flatter trajectory, Indirect Fire in Rainbow Trajectory, and lose any Artemis Bonus unless target is actively TAG'd or NARC'd.
Would enhance the Effectiveness of LRMs in general, while punishing BADs in sloppy LRMAssaults who expect people to hold locks for them, and also enhance usefulness of Legit Spotters, to some degree.
Edited by Bishop Steiner, 27 May 2016 - 07:47 AM.