An experiment:
Go into the testing grounds with an IS mech armed with an LRM20, a single Medium Laser, a single SSRM2, a single AC5, and 2 tons of ammo for each weapon that requires ammo. Make sure you can actually fire all of the LRMs in a single volley; breaking it into smaller pieces because of fewer LRM holes will skew the results. Try this ON1-M, for example:
Orion M .
Find an "enemy" 'mech. Position your 'mech 250 meters from it, with both 'mechs facing each other directly.
Fire your Medium Laser at the target (theoretically, 5 damage).
Fire your AC5 at the target (theoretically, 5 damage).
Fire a single volley of Streaks at the target (theoretically, 4 damage).
Launch a single volley of LRMs at your target (theoretically, 22 damage).
The things I want you to consider, for this exercise:
Did it look/feel like the LRMs did more than 4 times as much damage as the other weapons?
Did it even look/feel like they did an *equal* amount of damage, compared to any of the other weapons?
Think about the fact that the LRM20 used over 220 pounds (1 ton = 2,000 pounds) of ammunition to do that (20 of the 180 units of ammunition per ton). Consider that the AC5 used 66 pounds of ordinance (1/30), and the streaks used 40 pounds (2/100). The laser used no ammo at all.
Consider, too, the heat output of each of those weapons:
1 heat for the AC5
2 heat for the SSRM2
4 heat for Medium Laser
6 heat for the LRM20.
Now consider the tonnage and critical slots required for each of these weapons,
ignoring ammo completely.
Medium Laser: 1 ton + 1 slot.
SSRM2: 1.5 tons + 1 slot.
AC5: 8 tons + 4 slots.
LRM20: 10 tons + 5 slots.
Now let's look at projectile speed:
Medium Laser: instant.
AC5: 1300m/s.
SSRM2: 200m/s.
LRM20: 160m/s.
Keep in mind that the LRM20 is the hottest, heaviest, most ammo-intensive weapon of these 4 as you progress through the rest of this Wall'o'Text.
Experiment, phase 2:
Start a new testing grounds. Find the Atlas. Position yourself facing the Atlas, with the Atlas facing you, 250 meters away. Aim at the center torso, preferably at a point you can remember (for repeating this exercise with the other weapons). Using nothing but the LRM20, count how many volleys are required to kill the Atlas.
Repeat this exercise for each of the 4 weapon systems, counting how many "trigger pulls" are required for each weapon to "core" the Atlas. For weapons with ammunition, note the amount of ammunition required. If unable to kill the target due to running out of ammo, note the remaining health of the target (the percentage listed to the upper-left of the target's "big red box").
My numbers, using the Orion I linked above as my test 'mech:
Medium Laser: killed the Atlas in 37 shots, ~185 damage, 0 rounds, 0.000 tons of ammo used
AC5: killed the Atlas in 37 shots, ~185 damage, 37 rounds, 1.233 tons of ammo used
SSRM2: failed to kill the Atlas, 62% health remaining.
100 shots, ~400 damage, 200 rounds, 2.000 tons of ammo used
LRM20: failed to kill the Atlas, 69% health remaining.
18 shots, ~396 damage, 360 rounds, 2.000 tons of ammo used
Thought exercise:
Would you rather be hit with an IS LRM20 at 500 meters, or an IS AC20 at the same range?
Why do you feel that way?
Conclusion:
As implemented in-game currently, LRMs are
severely crippled compared to the tabletop game. They require more heat, more tonnage, and more ammo than any other weapon producing an equivalent amount of damage, and they don't actually achieve the damage of those "equivalent" weapons. They require more time to reach their target (3 seconds to target at 500m), and all of that time is spent facing the target. Torso-twist away to spread incoming damage, lose the lock, waste your ammo failing to hit the target.
Despite all of this, LRMs are singularly reviled as a weapon system, and players wail and gnash their teeth about how OP they are, as well as calling their users
lazy cowards. Lately, I have even found solo queue players
deliberately dropping their locks when they see the "incoming missiles" icon on their targets, destroying even the hope of indirect fire with their salty behavior. LRM users are called cowards for not wanting to expose themselves to enemy fire for 5-9 seconds to have even a chance of dealing any damage, called lazy for asking other players to obtain locks on the targets those players are already shooting at, and in general appear to be considered scum of the earth for using what is actually no more than
half the weapon that LRMs are in tabletop, objectively and reasonably these weapons do something like
a third of the damage in at least twice the time of any weapon a quarter their size in this game.
Why the LRM hate?
I believe it is due to the huge cockpit warning logo and Betty's incessant bleating for the
entire flight time of a locked missile's transit, turning an LRM5 fired at max range into a weapon of
terror, rather than
mass destruction. As a missile boater, myself, I will often uselessly fire a single weapon's payload at an enemy 2000+ meters away, just to make the pilot sweat for 6 or 8 seconds; if he's seeking cover, he's probably not dealing effectively with my teammate who locked him. If not otherwise occupied, I'll launch a volley at him from the other end of the map every 5 to 6 seconds, just to keep his head down.
The psychological effect of a locked missile far outweighs the damage it can do, even if every single missile in the volley hit - and if you've performed the experiment above, you know that they
don't,
even when fired from a stationary position against a stationary target a mere 250m away. Remove the screaming warning, or enable it only for AMS-equipped mechs (perhaps even toning it down in this circumstance), and largely remove that psychological damage. Perhaps if the mindgames were removed from the weapon, it would be acceptable to achieve a kill with less than an entire ton of ammo thrown at an enemy. I wish I were exaggerating. I can hit with 2 full volleys of 5xLRM15 on my STK-5M, and watch a medium mech shrug it off and run away. Not unscathed, of course, but not looking like they just took 10 Gauss rounds, 15 PPC strikes, or 30 medium laser hits worth of damage, either (the equivalent amount of damage according to the weapons tables).
Again, there's an awful lot of hate for this weapon system that appears to be largely undeserved when one considers how much damage it actually does, compared to other weapons that supposedly do equivalent damage.
TL;DR: Nerf cockpit LRM alarms.
I would support a "nerf" of removing the cockpit warnings, just to see if it reduced the hate directed at users of LRMs... at the very least from their own teammates.
Edited by p0ck3t5, 16 March 2017 - 02:38 PM.