Alright. I feel strongly about LRMs. They are such a craptastic place that I have but three LRM mechs total: MDD w/ cLRM-5s, CPLT-A1 w/ four iLRM-5s and two iLRM-10s, and a
Treb w/ two iLRM-10s.
I want them to be good, but I don't want them to be cheesy. Right now they're cheesy because they need to be spammy to get results. I don't like spam. We have enough spam with all the Rainbow Ralphing.
My problem with the current LRMs is that they're so inefficient that they need utter spammage to do anything useful. With the roughly 33% accuracy I have with my LRMs, a ton of ammo translates into 60 damage. While a ton of gauss ammo translates into about 120 damage or a ton of UAC10 ammo translates into about 150 damage. I'm not really okay with that. If five tons of ammo on my double UAC-10 Swaguar nets me about 750 damage then I need to pack twelve tons of LRMs into my Mad Dog for equal damage numbers, and I don't indirect onto people unless they're NARC'ed or TAG'ed by a dedicated spotter.
A part of the problem with LRMs are their mechanics. The angles of ascent and descent, the indirect fire portion, their low speed, their low damage per missile, their relative innaccuracy, the number of hard counters, the requirement to maintain LOS, the minimum range, their tonnage requirements... it all adds up and becomes "boat them on a super quirk chassis" if IS or "FILL ALL THE MISSILE HARDPOINTS" if Clan.
I feel a few things could be done to make them outright better, but not God's Hammer in low tiers while being a spitball launcher in high tiers.
- Increase the speed from 160m/s to 250m/s
- Increase the damage from 1 to 1.8
- Increase cooldown on all launchers by 40-50%
What this creates is a net increase in damage delivered and DPS. An LRM-10 currently delivers 10 damage per salvo every 4 seconds for 2.50 DPS. What would change with my idea, an LRM-10 would deliver 18 damage per salvo every 6 seconds for 3 DPS. Giving them higher damage means that a delivered salvo does more damage, but the longer cooldown makes it so spamming the missiles on any lock that rolls around less desirable as there is a longer time between the ability to put more missiles in the air. And that leads me to my next point:
Indirect fire.
It needs a total work over.
- Flatten trajectory of LRMs to 15 degree firing arc
- No more indirect for regular locks
- TAG, NARC, and UAV required for indirect fire
- Indirect fire firing arc at 30 degrees
Why the flattened trajectory? It currently take an LRM salvo roughly 8 seconds to reach a target at 600m. It takes a gauss slug 0.30 seconds. Or an AC10 shell 0.63 seconds.
Having a flattened trajectory and the increased speed from before makes it so an LRM salvo should be able to reach it's target at 600m in about 3.00 seconds.
Why the removal of indirect for regular locks? No C3 and to start trying to enforce role warfare. If a BFIST Bradley has to remove it's TOW to pack the TAE for artillery
spotting, then it makes sense for a mech to drop a laser for a TAG if it plans on spotting, and we have equipment that needs to be used more.
Why the higher firing angle for indirect? Because terrain, if you can't see the target there is terrain feature between you and it. It just kinda makes sense, ya know?
Next part is a bit of normalization (sad that word has negative connotations now on this forum). All launchers are not created equally. In fact, it's pretty much the smaller ones are the better ones if you have the hardpoints. For instance:
3 iLRM-5s:
-3 crits
-6 tons
-15 damage
-6 heat
-3.25s cooldown
1 iLRM-15:
-3 crits
-7 tons
-15 damage
-5 heat
-4.75s cooldown
I don't know what the actual numerical spreads are (dialing McGral18), but I do know that on the CPLT on training grounds at 600m, the LRM-15 has a few missiles that miss while the LRM-5 does not. The LRM-10 has fewer missiles that miss than the 15, but it still has a missile on each third salvo miss. So for this bit of a normalization
(including changes above):
iLRM-5:
-1 crit
-2 tons
-9 damage
-2 heat
-4.9s cooldown
-increased spread to match iLRM-10
-fires in one salvo
-DPS increased to 1.84 from 1.54
iLRM-10:
-2 crits
-5 tons
-18 damage
-3.5 heat
-6s cooldown
-is baseline for spread
-fires in one salvo
-DPS increased to 3.00 from 2.50
iLRM-15:
-3 crits
-7 tons
-27 damage
-5 heat
-6.9s cooldown
-decreased spread to match iLRM-10
-fires in two salvos of 10 followed by 5 and spaced 0.10s apart
-DPS increased to 3.86 from 3.16
iLRM-20:
-5 crits
-10 tons
-36 damage
-6 heat
-7.9s cooldown
-decreased spread to match iLRM-10
-fires in two salvos of 10 each spaced 0.10s apart
-DPS increased to 4.5 from 3.64
So they get an overall net increase in DPS, they get to their target faster, and they do more damage and do it more reliably in part to the increased speed and lower flight angle. They have to give up the indirect fire for this unless special equipment is being used and they take a noticeable hit to their spammy-ness.
On to Artemis!
Okay, my idea for Artemis LRMs was to radically change the way they worked from normal LRMs.
Basically a rough idea is that Artemis:
-increases flight speed to 300m/s
-decreases spread by 10%
-flattens trajectory to 10 degrees
-reduces lockon time by 15%
-missiles become Fire and Forget
-loses ability to fire indirect as they must have LOS to target
Clans would get a similar treatment to the IS with the difference being that I'd reduce the the cLRM-15 and cLRM-20 salvos so that they fire their payloads staggered so instead of a single missile firing out, it fires them out in pairs effectively halving their salvo duration.
Edited by Saint Scarlett Johan, 17 March 2016 - 11:46 AM.