Van Tuz, on 14 January 2017 - 09:51 PM, said:
Looks like we're exactly on the same page here. There was no need to prove something to me about it.
I thought we were conversing, and most of that statement was saying I agree with you. Or, is that not accepted?
Van Tuz, on 14 January 2017 - 09:51 PM, said:
Here we go again. Looks like you aren't even trying to understand why i suggested this in the first place. On the contruary, i DO understand why you did not want that to happen (aside from the ususal "status quo" stuff). And yet you latch onto it like it's the end of the world while ignoring the big picture.
It's a counterweight to ensure that other changes won't turn the game into LRM hell. I'll describe the situation to you and if you have better solution - suggest it.
Lock retention changes are necessary to counter radar deprivation. That's one of the major reasons why LRM perform differently in different skill brackets and people here seems to agree on that. Highly skilled players are also the ones who have all the gear. Equalising this aspect would to improve LRM balance both in low and high-tier games. Or at least it will be a first step to properly assess its balance state.
AMS changes are necessary to normalise the effect on LRM-boats and LRM as support weapon. Let me reiterate one more time if you haven't noticed the importance of this:
That's kind of a big deal if i want to make a LRM-flanker out of my Raven.
Yes, i am aware that AMS provides levers used in LRM5 - LRM20 balance and the whole IS-clan "balance". However the complete lack of impact from small packs of LRM used as secondary weapon system is much more important problem to solve IMHO.
The issue I have with your suggestions is how much would have to change. You suggest that half the ammo count per LRMs would balance them out, I don't see how.
Then, you make a suggestion to AMS that would make LRM5s into an even more meta and more powerful system in the game. AMS would then cut a set percentage of missiles coming in (which would probably result in people complaining about how useless AMS is at preventing damage, because they wont see the reduced damage against large launcher boats, but instead be seeing the LRM5s always hitting when before they where not). Your ammo count suggestion is dependent on this change happening as well. Without this change, the halved ammo counts doesn't work (and still likely wouldn't, which is my remark).
THEN, you also need targeting to change, and how targeting decay is treated in the game. This THEN requires a change to missile locks, Radar Deprivation, probably ECM, and every aspect of locking imaginable. Though I'm not in complete disagreement that some of the things could use adjustments, it's another part of your "suggestion". You need this changed to also justify your reduced ammo count for LRMs.
So, basically, I have to look at every change being created to justify every other change. Then, when you are finished completely changing every aspect of LRMs in the game available, then everything will "magically" work. Then, and only then, can LRMs dealing 90 potential damage (under half just about all other weapons in the game) instead of 180 it currently does, will work. It will solve all the problems of boated LRMs and make LRMs work as a support system when complimented within a larger build again... But to get there we just need to change...
Your suggestion is outlandish. It requires a complete overhaul and change of the system, some of these changes you haven't even mentioned as far as I can recall (though this topic has been going on for some time, and I may have forgotten. If so, forgive me), like how locks will now need to be handled. Instead of working within the system we currently have, and making some small suggestions or additions to it, you seem to just want to completely change it all and "it will work". On this, I have to disagree still. It "might" work, but I don't believe it will. The reasons I don't believe it will:
- Targeting changes: Not sure exactly what you wish changed here, but recall that it still needs to try and be fair to all users, those of LRMs and those who are not using LRMs. (We don't want LRMs to suddenly become king damage dealers either.)
- AMS: Okay. This one could work. I just can't grasp how it will become more effective when even more missiles are tossed against it. It's a 0.5 ton equipment (with 1 ton ammo). It shouldn't become too effective for it's tonnage investment. I believe that this would only encourage LRM5 boats, though it would also help builds with LRMs as a support weapon, like if it's used as a single LRM5-10 launcher. But, is it going to help the game, or hurt it more? I'd wish to actually test this if it was possible, but I suspect it would only cause LRM5 boated even more than we currently have.
- LRM ammo count per ton: You wish to half the damage potential per ton of ammo for LRMs. A system that is already considered rather ammo starved. It already has a 30-40% (if not lower) accuracy rating for the average user, so it's damage per ton of ammo is technically even lower than 180. Also, changing the amount of ammo per ton will not disrupt the formula for the recommended amount of LRMs per 5 tub launcher, which is 180 missiles, to compound this even farther. That means that a mech that is carrying only an LRM5 or 10 would need 2-4 tons of ammo to be considered effective for a match, instead of 1-2 tons of ammo. All this will do in the end is encourage boating over making it a support option. Even with the AMS changes... Not unless you drastically alter the behavior of LRMs to make them even more accurate and effective (which, depending upon how accurate and/or effective may wreck T5 with LRM supremacy, but in the process may make LRMs an effective choice in T1, if not king weapon in the game...).
This is, of course, my opinion on your opinion/suggestions. I'm taking from my experience within the game, and trying to envision your changes. I just don't see how they would be of much help to the system overall. The AMS is the only part of your suggestion I could maybe get behind at the moment, and even then I have my reservations. Your concept taken as a single whole? You probably are trying to change too much, and I don't believe it would be in a good direction for the game as a whole.
Van Tuz, on 14 January 2017 - 09:51 PM, said:
So, again, i appreciate the criticism but these are important issues and you being the "devil's advocate" isn't helping to find the solution. If you have a better ideas - go ahead and speak. Maybe they're better than mine in every way.
Oh, and these questions about speed and ammo were rhetoric questions. They are not meant to be answered.
("Built in ammo feeds", heh. AC/20 shells won't squeeze trough half of those joints even with all the machinery removed)
I do have suggestions. For AMS, I don't really have much for that at this time.
For LRMs? Plenty of suggestions. Just recall, you did ask for this... (And yes, most of this is just my thoughts or opinions.)
I kinda would like to see more even spread across all the missiles, so LRM5s stop shooting primarily CT on targets, and so that LRM20s stop sending so many of their rounds around their target. I'm obviously not certain on what the spread could or should be exactly, but I would probably say that every launcher could use to shoot at the LRM15 or 10 spread level (if not larger even?) as an average. This way, LRM5s can be a light weight weapon used to harass, and LRM20s can be a bit more deadly for their weight costs. It would make shooting 4 LRM5s as the same concentration of damage as shooting a single LRM20. It should be a set spread, not dependent on how many missiles are in the air in a single launch. (I would imagine that refire rates would also need to be normalized, so LRM5s no longer shoot so fast as to make LR20s a bad DPS choice in relation to each other.)
From there, and can even be taken as it's own standing concept, I'd like to see spread become adjusted to match line of sight or firing indirectly. Tighter spread for direct fire, and more spread for indirect fire. So it becomes more carpet bombing blind indirect, or a bit more focused clusters against a target that the LRM user can see. The arcs can even change from a long overhead arc, to more straight (with a little upward arc still to shoot over allies) when shooting the different modes. This would make indirect missiles take longer to get to their target compared to direct fired (even if they move at the same speeds), and also mean direct fired missiles might be more likely to hit a target when blind fired (because they have a flatter flight path). This could be coupled with a faster moving missile, but I still recall the complaints about that when it was last changed (though it felt nice to me).
Artemis, TAG and NARC would probably remain unchanged for the most part. The biggest change I can see needing to happen is the amount of time NARC would be on, especially if LRMs are going to take a higher path for indirect fire and/or if they move faster as well.
I would honestly kinda like to see LRMs also target (in clumps of 5) a specific component and maybe remove spread completely. They would then act very similar to how streak SRMs currently operate as far as how they hit a mech. And grouping them in bunches of 5 missiles would actually follow lore and the base TT rules this game is founded on. But, more than likely, spread is more effective for the desired weapon effective in this style of a game, when compared to TT. Still, I'd love to test it out just to see how it may affect things overall.
In regards to ECM, I would want to remove it's double penalty. Either remove it's cloak (not my recommendation) or remove it's missile lock delays. I would honestly like to see the cloak feature turn into a delay in the time someone can get a lock on the target to when they can see them (consider it like a reverse target decay kind of effect). This lets ECM be useful for sneaking around, but not as useful if you are just going to stand out in the open for a long time. As another option (included or separate from the above suggestion), ECM can also prevent the sharing of any target info (meaning the lock) to anyone under the ECM effects. So, even if you can see an ECM unit and target it, none of your allies will see that target on their minimap, and LRMs would not be able to be indirectly fired on them (as long as ECM is in effect). However, if an LRM user themselves can get said lock, than they can shoot LRMs with no penalty. (Only penalty I would do is that Artemis would not function against them, which is actually based on lore.) As far as in relation to TAG and NARC, probably have those remain unchanged.
As for Radar Deprivation (if it remains in the game), I would just want to change it's amount from instant to the same number that Adv. Target Decay grants. So, if Adv Target Decay grants a 0.5 second increase (just throwing numbers out here, I'm not actually certain what these timing numbers really are) to a standard 1 second decay, than Radar Dep would take off 0.5 seconds off decay, meaning a lock without Adv. Decay would have 0.5 second delay (and would stop a lot of the hiccups I notice against targets with Radar Dep, such as being able to clearly see and shoot them, but a tiny piece of their mech is obstructed, leaving the lock flickering in and out if not even possible*). A target with Adv. Decay would then have the base decay only, which would be 1 second in the example numbers provided.
*The cables in old Terra Therma was very well known for doing this, as well as some towers that are thin and other assorted obstructions not big enough to cover a mech completely.
On remark about AC20 bullets... How so? In lore, most ACs shot out the same bullet sizes, but as a stream** of them instead of as a single shot. It was just a matter of how fast the AC could deal it's damage that gave it it's rating. So, and AC20 that shot out the same bullet as an AC2 might shoot out 10 bullets compared to the AC2 shooting out a single bullet in the same time frame (10 seconds). So, in fact, the ammo feeds could be quite small. Not to mention the technology era of being in the 3050s, and a game/concept originally developed in the 1970-80s...
**Unlike in MW:O where they mostly went with a single shot version of the AC, which very few ACs did. Technically, we have older technology on our mechs referred to as a "mech rifle", which did shoot singe shot bullets.