Description of MRMs in the Civil War Update page: "One shot launchers that fire unguided, low damage rockets. Very low tonnage per launcher."
They normally function as gimped one-shot MRMs at a very light weight; 1 damage per missile, shorter ranged and unguided so they suffer an accuracy penalty. Accuracy aside, the amount of damage they can do on the tabletop is decent enough for their weight, but still very far below every other reusable launcher in the system. They still generate almost as much heat as an equivalent MRM.
So the problem now is that in MWO we have doubled HP (armor/structure) on all of our mechs for the sake of gameplay, that's not even accounting for all the quirks and future skill nodes. This poses a problem for RLs in that their effective value is now cut in half from its already meager position.
For RLs to work in MWO they absolutely have to deal more than 1 damage per missile. Perhaps 2, 3 or even 4 damage may be reasonable given that we usually fight 12 other mechs at a time. The straight-from-canon concept idea that they posted on the Update page needs to be avoided or else they will become filler items on the same level as CASE.
40 or 60 damage from a single RL-20 might sound like much, but it only works once and if it uses a stream-launch system like the Clan LRM (maybe MRM too?) then it would be possible to spread damage around on reaction. Still devastating and may feel "unfair" when a player gets blown to smithereens instantly, but it only works once. RLs have to be able to do something different from the standard launchers in order to be worth the trouble.
What do you guys think?
Edited by Xhaleon, 17 March 2017 - 09:09 PM.