Andi Nagasia, on 09 April 2017 - 06:06 PM, said:
im not really suggesting the range be reduced to 630m but 840m thats only 140m less,
but this would also come with better velocity which most agree would greatly help the system,
(also the skill tree thats set to come out in May is going to reduce LRM range to 900m so theirs that)
Andi Nagasia, on 09 April 2017 - 07:33 PM, said:
i would support this as well, perhaps LRMs increasing Velocity over time?
starting at 100kph and increasing 25kph every 50m? so at 900m they would be going roughly 550kph,
Technically speaking, if we want to go this path of thinking...
Most of the weapon ranges are taken from TT rules. Technically speaking, LRMs optimum ranges are 660m. Minimum ranges are 180m (last I knew). They technically can deal full damage within minimum ranges (through kinetic force or just normal explosion, depending upon rule sets as well as description of the weapon), but they (IS ones to be clear) shoot at an arc, making such close range shots unreliable (just like Gauss, AC2 and AC5 weapons have a minimum range penalty, which is due to them being calibrated more for long ranges). However, for game balance, I can understand the minimum ranges as they are now. A minimum range that reduces damage is more logical for a video game stance.
For long range, they have an optimum range of 660m. This should, by using the double range rules that are optional advanced rules for TT and the rules MW:O tends to run on, make LRM maximum range out to 1320m, twice normal ranges. As these are semi-guided missiles, I can understand some things for game balance, but we have other weapons that can shoot out that far. So could LRMs. (Not necessarily my suggestion. Just an observation.)
But, if we want LRMs to actually be effective out to their effective ranges, we would need a clear velocity boost from what is basically in the game. From there, past 660m, LRMs could actually start to slow their velocity down. Why? Because they start to lose speed due to lack of fuel. However, I believe the better choice would instead (or even also) be to reduce tracking strength to targets beyond 660m, making the missiles not only less likely to hit, but easier to dodge at longer ranges. You could even have a random change beyond 660m that some missiles may just fail and explode (like current missiles at maximum ranges), making it reduced damage like other weapons shooting outside optimum ranges, though this would be less likely to work if the missiles are also more inaccurate at longer ranges. (I might also mention, missiles moving fast at launch would also make them less accurate at closer ranges, as they hit their tracking points faster, and typically would not adjust fast enough. It's what I tend to see when shooting a light mech close to minimum ranges for IS, or within minimum with CLRMs.)
However, before we could actually touch that, we could use to adjust ECM first, which isn't suppose to counter LRMs as they currently do, and as ECM is now being Incorporated into game modes in an uncounterable form (Escort and the soon to be released new one), it really could be adjusted. To keep that brief here, we need to be able to get locks on visible ECMed targets, but I agree that ECM should provide some element of stealth, so a delay before one can acquire a lock would probably be best. Dash between cover, and you'll stay hidden. Stand out in the open, and people will be able to lock and lob missiles at you. (AMS is suppose to be the anti-missile system, not ECM.) ECM however should prevent TAG bonuses, NARC and also prevent target data gathering, a target designation (we can't see if it's target Alpha) nor would the lock be shareable (so you'd have to have line of sight yourself to a target under ECM to be able to get a lock and a missile lock after that). (I go into more depth
here.) (Don't forget, Stealth armor is coming. Right now, ECM does Stealth Armor's effects already, why bother with Stealth Armor then?)
Now, I'll also add in that if Radar Deprivation subtracted the same exact amount of time that Adv. Target Decay granted, than those two are fine in the game. Otherwise, one of them would need an adjustment. Otherwise, they are not "direct counters" to each other. Radar Deprivation otherwise trumps ATD in performance.
As far as reducing LRM ranges to 900m, or even 840m, it would be a non-issue unless LRMs got some kind of massive buff to velocity. They already can't reach that far as an average currently. Only way that would happen is if LRMs seriously got a huge buff...
My final thought at the moment is, how would a progressive increase in velocity as LRMs got farther actually help? If it still takes it 3 seconds to get to 600m, and 5+ seconds to get to maximum range... You are only adjusting them to be worse at close range by giving more time to counter them and even worse/unchanged at long range due to the amount of time the enemy would still have to counter them. I never understood this concept, and it doesn't make any sense to me as a game mechanic suggestion as well as also a realistic consideration. Why would the missiles gain speed as they move farther out? What causes them to be slow at launch? Are these now multi-stage rockets, with a slower first stage, and then a faster second stage?