So yesterday Chris Lowrey, the balance guy, and Phil from NGNG were
discussing balance on their stream and one of the topics that came up were LRMs. One point Chris brought up about LRM balance is that it's tough to balance them because they can be very effective at the low end and not so effective at the high end. So they were struggling to figure out how to better improve the weapon to not be useless at the high end.
Well Chris, I think one very good way to tackling this problem is addressing the very point of this post. Level 5 Radar Deprivation vs Level 5 Target Decay should leave a couple seconds of lock time to allow players to at least have a chance to connect. That way if a player:
1. Invests deep into the Sensor Class
2. Gets their own direct lock
3. Gets close enough
He at least has an opportunity to do a little damage to an opponent.
I know personally as someone who used to play LRMs a lot at all levels, the fact that I used to be able to get at least 1 volley of LRMs on an opponent with Radar Deprivation was the difference between a viable weapon and an unviable one.
Another point Chris brought up was that time is a big issue. Well Fortunately this problem can be addressed very simply by adjusting the values of a couple of skill nodes. Two options.
1. Remove 2 of the Radar Deprivation Skill nodes leaving it at a max of 60% radar deprivation. This means that a level 5 target decay gives you ~ 2.2 seconds of lock time if you get a direct lock.
2. Keep 5 skill nodes, but decrease each one to 12%. This brings you to 60% and 2.2 second max lock on time.
Personally I'm a fan of the first option because you could make it so it costs 9 SP for Max Radar Deprivation and 10 SP for max Target Decay. A good balance. Either way this is one easy fix for you guys to do that wont take up all your time and I don't think it will really hurt new players.
Edited by Jman5, 23 June 2017 - 07:24 AM.