Period. You're requiring a weapon essentially do half it's job by randomly hoping someone else equipped TAG/NARC and got assigned to your team, meaning not only frequently wasting an energy/missile hardpoint and 1-5 tons of payload, they get a near useless piece of equipment if someone doesn't happen to use guided missiles. What a deal.
I can easily point to plenty of games where the only missile boat was me. And for every one of those, ten where nobody had TAG or NARC.
Flat trajectory guided missiles? They're called ATMs, and they're the second-rate weapon because situational or not, at least they can pack enough of a wallop to make up somewhat for spread, have velocity LRMs dream of, and so on.
Minimum range deadzones should never have existed to begin with. There's nothing in TT that magically loses all damage the second you get "too close". Reduced damage to represent the loss in accuracy? Sure.
And as for the warning? Great, give it to everyone for every weapon, as sensor locks are apparently enough to get a BIG FLASHING WARNING....oh wait, we don't. We give it to the slowest, most vulnerable to countermeasures weapons in the game instead.
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The nerfs to LRMs happened because it's not like any of that makes them worse against good players but at least it helped with them being a potato farming weapon
If all a weapon is "good" at is farming potatoes, it's not good at anything considering. I watched a 3-day newbie rack up seven kills in a Nova Cat.
His big complaint now that he's T3?
"I wish people stood still like they used to." (He's still pretty good now.)
A weapon that's good at killing people who don't move, don't use cover, and don't even properly understand the game. That's a sorry definition of "good" or even "balanced". Perhaps we should rebalance lasers so they automatically drift if not constantly corrected to stay on target. Or give all guns HGauss-like recoil. Surely, making weapons deliberately bad is a good idea.
Think of the newbies!