I don't say that LRMs are OP, though i found them to be annoying. Players would thoughtlessly just put so much missile-racks and spam their way, and with the feature of indirect fire allows terribad to lurm from behind with little movement or involvement in sharing armor -- they just need locks. Because of spamming, even with bad weapons they could get results.
I want to somehow make LRMs less bad, and i have an idea of how to make it work.
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> 1.5x Missile Velocity - Velocity to 240
> 1.5x Missile Health
> 1.50x Recycle Duration - IS-LRM: 4.875 / 5.55 / 6.00 / 6.45 and C-LRM: 5.25 / 6.00 / 6.45 / 6.9 - DPS remains the same.
> LRM 15 and LRM20 has the same spread as the LRM 10 and 5
> C-LRM 15 and C-LRM20 has the same spread as the C-LRM 10 and 5
> Ammo from 180 to 120 per ton, the damage/ammo ton remains the same.
This spamming is something I would like to modify. My general aim is to put more weight with the LRMs' volley, and reduce rate of fire. By doing so, LRMs couldn't chain as effectively. The LRMs could deal a lot more meaningful damage, with the long cooldown as the drawback. This should put a drastic shift on how LRMs are used, and how people build mechs with LRMs.
Because it's not capable of just raining the battlefield, the LRMs takes a bit more supplementary role than being completely viable as a primary weapon that you can just boat. The increased damage means that you don't need to opt as much tube count for a good alpha damage -- also at the same case as the Rocket Launcher having it's damage boosted, that is done as well because of the LRMs being less meaningful due to the doubled armor, as the Rocket Launchers would be less meaningful if they retained their lore damage.
People would need to put better thought with each launch just as a sniper needs good thought with each shot. But should they happen to land a volley/shot, it would be meaningful and that would be the challenge. As opposed of just hurling lots of missiles hoping for a result, this would at least make the LRM's damage decent if you can make it land.
Another addition is that the removal of the need of sustained missile-lock to guide missiles, you only need it to launch. You just need to retain target lock to have your missiles guided.
What do you think?
NEW IDEA:
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When active provides Velocity boost. It also interferes with personal LRM's guidance system, making the LRM go where you point it to go, and it will only home at a target properly if your TAG beam is actually on it.
You know how you could steer the Half-Life Rocket Launcher? Think of it like that if you have TAG currently active, but without a targeted mech.
What do you think?
Edited by The6thMessenger, 09 October 2017 - 09:00 PM.