Shifty McSwift, on 11 June 2017 - 08:26 PM, said:
Fair enough, I would suggest something as simple as making the spread on arc firing them like that to be larger on the impact zone, it is not perfect, but at the same time the idea would give LRMs only more tactical viability and you have to consider the potential of 12 people doing it at once.
And the idea the LRM system shoots to where the cursor is fired, again, fair enough to want it to function like that, but why do only LRMs get this benefit, having the ACs function in the same way based on bullet drop and target ranges would make just as much if not more sense. I know you can't answer that, it's rhetorical lol, just babbling over here.
The other thing is, it would be really nice to have a weapon that can fire in an arc trajectory like that, LRMs just seem a perfect fit for it. A man can dream and stuff.
Having an arc with a line/marker to determine shot fall is counter intuitive to the pace and fluidity in MWO. There is no real tactical reason to need indirect fire and the only real reason to include it in the game is because it is in BT. Every mech in MWO has to expose itself in order to hit targets, or have someone else be exposed to hit targets. Which means there is no need for indirect fire because people can't just sit out of sight shooting. Even poptarts have to expose themselves in order to shoot meaning people can shoot back at the same time.
Now, that doesn't mean we should get rid of LRMs, but hopefully it provides some context as to why I suggest indirect fire be a fairly weak mechanic. It should be flavor and not something so strong people feel it has to be included the majority of the time.
Based on this assessment then we take a look at how indirect fire can be implemented. You can do arc and marker but that's difficult because you can't see where your marker is on terrain that is out of LOS. It's just a guess, and while people can get good at guessing, in general it will be frustrating. There can be a marker on a map but that is even more stagnant than what we currently have and would pretty much kill any chance of people using mixed weaponry.
That moves us towards homing as a mechanic. The problem with having a homing weapon is there is pretty much no middle ground when it comes to effectiveness. Either the homing weapon hits frequently and so has to have it's damage potential regulated, or it misses often requiring a high amount of damage for the times when it does hit. MWO does an ok job at regulating the damage but the problem is when you have multiple mechs focused on shooting LRMs. When you have massed homing fires then any targets exposed for a short period of time will take a lot of damage. At the same time, if there is no exposed target then a large portion of your team is not really doing anything.
The are several problems with the homing and LRM mechanics as they stand in MWO. One issue is LRMs don't really reward a skilled player. There is only so much skill can do and the rest is dependent on your opponents playing in such a way to be vulnerable to LRMs. If your opponent plays LRM smart then the LRM pilot will do very little damage.
Another issue is LRMs seem like a great entry weapon for new people but there is enough nuance that it does take some skill to use effectively. Lasers and ACs are just point/click while LRMs have minimum distance, arc adjustments to avoid terrain/friendlies, counter measures to worry about, and terrain at target area. So while the lock and shoot mechanic is easy, the rest of LRMs require some knowledge of the game.
The biggest problem with LRMs in their current state is they actively discourage mixed weaponry builds. Having LRMs alongside MPL and SRMs is frustrating. The LRMs need to be locked and the crosshairs held on target which distract from positioning, firing other weapons, and prevents rolling damage across armor. Firing LRMs without a lock is an option but the slow speed and high arc limit the effectiveness.
All in all we end up with a weapon that is pretty bad at doing the job it should be doing (long range direct fire), can be so OP at it's secondary role that it becomes the only fire mode in the game with multiple counter measures besides terrain, and relies more on your opponent playing poorly than your own skill.
So, how can it be fixed?
First, get rid of homing to a mech. Not needed, too hard to balance. Second, make direct fire the primary reason for using LRMs. This will encourage mixed builds and make LRMs easier to balance. Speed up direct fire, make sure the spread isn't too big, and make the arc shallow and predictable. More tweaking can be done if needed, but the intent should be a long range direct fire missile system that can be used without having to worry about a lock.
Then have a toggle for indirect fire mode which brings up the lock system but instead of firing at the mech it locks to the piece of terrain where the target is standing. Keep the higher velocity, have a high arc, open up the spread so it's more of an area weapon than point target. Boating LRMs will let you saturate an area in a support role but it won't have the same lethality against an individual mech.
LRM boats can have some quirks like RoF, heat, etc to compensate for their general lack of mixed hardpoints while most mechs will just use LRMs to fill in a leftover missile slot to give them some long range fire.