Ruar, on 09 August 2017 - 10:58 AM, said:
Instead of LRMs being a primarily indirect fire weapon they should be changed to primarily a direct fire weapon. Faster velocity and better arc similar to MRMs but with better spread. Then there can still be an indirect fire component that is fairly weak and does area damage instead of the current homing mechanism.
Grats, you basically described an IS version of ATMs. An inferior one, since they have a 180m deadzone and don't increase damage as you close in.
It's not hard to make LRMs better. Improve velocity (more so in direct fire), flatter arc when firing directly, straight (SRM) style shooting without locks but IDF speed, normalized spread for all launchers.
LRMs have the highest basic "help" of all weapons, being lock-ons that firing in a terrain-bypassing arc. (Streaks and ATMs are close, but take direct shots and more effort to potentially have a clear lane of fire)
It also means they're the hardest to improve past that level, given that merely aiming better doesn't increase their capacity. A crystal ball might, because they're also a predictive weapon- heck, so are ATMs. The further the target, the more you have to guess if the target is going to be there when your shot arrives. Past 500m, it's pot luck. If your targets better at dodging basic LRM fire, you either get creative or you get double digit damage and dead. Enemy team has a cluster of AMS carriers/pesky ECM? Find a position and targets you can pick on it from the edge of the missilekill bubble or do nothing with your launchers, wasting time and shots and dying with ammo in your launchers that should have been hitting an enemy. Any enemy. Don't know how to figure that out? Welcome to learning some missile boat skills. Have you learned to properly missilepoke (lock from cover, get LOS, fire, recover?) to minimize spread and facetime? Proper UAV placement so they don't get shot down in under 10 seconds? When it's safe to flank for better fire? When and why it's worth burning ammo to disrupt/kill enemy lights vs. useless frustration shots, and why destroying the enemy light screen is so critical for your better play? Can you flick your launchers to fire around cover? Are you able to predict where an intermittent lock is going so a long-range shot can have a chance to recover and still nail it's target? Can you sort targets quickly and read when they're going to ground and how fast to minimize wasted shots?
There's plenty to learn as a missile boater. And if you want to do better, you have to. And even if you do, you're still slaved to the most temperamental weapon systems in MWO, but there is nothing more satisfying than legit topping the team board.