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Fundamental First Aid Lrm Balancing Solution (Lower Ammo Count But Higher Damage Per Missile)


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#1 Thorqemada

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Posted 23 June 2017 - 12:15 AM

Problem with LRMs is that lower Tiers get spammed to death with LRMs by LRM Boats and Missile game mechanical changes are costly to implement time and moneywise.

A probably totally inexpensive first aid solution to the Problem would be to take away the possibility from the LRM Boats to spam Missiles amass with little afterthought to their ammunition count by altering (lowering) either the Ammo/Ton or tune up the Storage Room used per Ton of Ammo which means to increase the Slot requirements by double or tripple.

Of course AMS would need to be toned down, Missile Health or Flightspeed increased and also damage per Missile increased but that is simply a balancing act and no coding intensive process.

LRMs would no longer be spammed in indirect fire and become a weapon System used with care regarding target choice and trigger choice mostly in direct fire bcs of limited ammo but higher dammage potential per salvo.thus still viable, possibly even more viable than currently.

So only with altering a few values PGI would be able to steer LRM gameplay a totally different course from the hide and spam weapon we usually have today!

Happy Mechsmashing...

#2 Reno Blade

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Posted 23 June 2017 - 01:41 AM

Missile spam could be reduced if we just increase the cooldowns by about 70-100%.
If you don't get hammered from a single missile boat every 3-5 seconds with 50-80 missiles, but 6-10 sec, it would be much less annoying and less deadly.

And It would benefit to use backup weapons, or better positioning, as you have to wait quite long between volleys then (or fire one launcher ever 2 sec if you have 4x LRM15/20).

Edited by Reno Blade, 23 June 2017 - 01:42 AM.






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