Kin3ticX, on 25 February 2018 - 10:08 PM, said:
Its not the only weapon to get boned by balance by potato. The AC2 used to put out 4DPS which made it usable yet extremely damage farmy compared with Gauss Peep and other stuff. Its been sub 3 DPS for years because tier 4-5 players just stand there like turrets and take ac2 to the face until they die. Same for LRMs, the just walk out into the open and take it.
I know, but the issue with that is you can easily pack 4 to 6 of them on many mechs, making for up to 24 damage per second. Meanwhile you can't do that with AC/10s, and why would you spend the tonnage on them for inferior range and 24 tons just to run 2 while AC/2s could run 4 for the same weight and double the damage?
That same issue with LRMs, however, is addressed here.
The LRM tidbit I put in... does the following:
Makes a little more than 6 times LRMs faster, but piss poor at tracking fast moving targets that are not moving in a straight line.
Allows Artemis to be slightly slower but track even light mechs well, provided actual distance (the closer they get the harder this would be)
AMS after skill tree is already effective enough to deal with that threat by reducing damage reasonably well.
Goal there is to make it effective at long range and less effective as they get close (as most mechs 86+ can just run in a circle around you and dodge 'em all).
That is the opposite of what they are now.
Next up:
Require a new lock after every firing. This Removes chainfire spam and eternal spam.
This also removes the ability to overwhelm AMS with
endless spam.
(a process in which you lob separate volleys of LRMs so quickly at an AMS user that even with 3 AMS, it comes down to the point where ZERO missiles are being destroyed before impact due to a bug in which if a targeted missile hits the player before the AMS destroys it, there's half a second delay before it accepts new targets.)
This also increases player engagement as this will not be an easy button to hold while reading the sunday newspaper or in my case, set fire to a macro and alt tab to watch a youtube video while players just die because they are pop-tarting from the same location over and over and over and over...
It also increases the skill needed for boats versus 'just a launcher or two" as the choice is to lock, fire, lock fire with multiple firing groups or accept the ghost heat.
Consequentially affects Streak and ATM due to requiring new locks for each firing.
Is fire and forget, allowing you to fire a locked volley of missiles and twist away to defend yourself rather than stare blankly into enemy fire. This will make it more useful in advanced play. and a lot more non-boated loadouts.
Artemis is the exception, with an additional indicator for maintaining line of sight (and without this, the missiles default to stock behavior. As such, ATM would also require this for maximum accuracy (as it should already require it, given ATM has Artemis built in).
Indirect fire will go up and over. Direct fire will go directly at the target. Remove the range-basis of how high the missiles go.
Remove 25% faster lock acceleration from Artemis. This removes the exploit for Streaks and weightless accelerated lockons. Admittedly, with requiring new locks PGI may increase locking speed overall.
And then as the followup paragraph:
Enable tracking on SRMs. Unlike streaks, they won't defy the laws of physics and will fire without locks. Doing so would also allow them to enable the missing functionality of NARC-enabled SRMs, which our LRMs have that built in but our SRMs...magically don't?