Understandably so, LRM10s, 15s, and 20s are powerful, but i do find that they begin to be a lot more wasteful as tube count increases. With an aimed amount of tubes, it's often more advantageous to just mount many smaller launchers than larger ones. Why use 2x LRM10A, when you can use 4x LRM5 w/o artemis, still even tighter spread, and has less tonnage required too?
I propose an LRM spread rework, none, it doesn't spread instead it targets the mech's individual components, distributed by algorithm of "Tracking Level", this in theory normalizes the LRMs' "spread", as components are hit proportionally with the amount of incoming LRMs, with little wasted missiles.
Tracking level dictates when a specific component is excluded or included, and how much missiles hit it per volley, also modified by chance by a bit. As Tracking Level increases, the outer components with the CT as the center, Head is also included at an even higher tracking strength (if allowed). Modifiers like NARC, TAG, and Artemis increases Tracking Level, and can stack, while certain conditions like target or launcher is under ECM effect without BAP/CAP, or no LOS .
These modifiers also does not completely become an integral part of a load-out, as instead it would be just to slap away debuffs. Instead of giving so much, the modifiers would instead prevent so much from being taken away. It's like BAP/CAP, it's not like you are guaranteed to get ECMed, but it's there when you do.
Tracking Level explained:
CT: 9
LT/RT: 7
LL/RL: 5
RA/LA: 3
HD: 1
With such value, every 40 missiles, CT will always attract 9 Missiles, the LT and RT will attract 7 missiles each, LL and RL will attract 5 missiles each, the RA and LA will attract 3 missiles each, and the Head will always attract 1 missile. If said component is destroyed, then the missile threshold is lowered and the destroyed component is no longer hit, e.g. if RT is removed along with the RA, the missile threshold is lowered from 40 to 30 = (40 - [7 {RT} + 3 {RA}]).
Chance is also a modifier, with the head for example, with only 1/40 2.5% chance of being homed, with a volley lower than 40, say only 5, then there is only 2.5% chance that 1 missile will be attracted to the head, else it would be towards something else. However when the max missile ratio is reached, in this case 40 total, then there will be ALWAYS the exact amount of hits as dictated by the table. The exceeding values, like 50, the remaining 10 would be chance-based. And when the homing count is reached, it will not attract any more missiles unless the rest is tracked equally.
Although this is not always the case -- arm-shielding or simply showing the side profile of your mech, while the missiles are on the way to their destination they are still blocked by the arm, or whatever is blocking it, be it cover or another mech. This simply means that missiles will fly towards a compartment, not automatically hit it.
Example Tracking Table:
The values are just example, and details can change. However, that is the general idea, and can be worked around.
Edited by The6thMessenger, 10 January 2017 - 05:44 AM.