Variant1, on 14 February 2018 - 07:47 PM, said:
thank you for answering the counter question. But couldnt lrms still be useful in preventing the enemy from moving out of cover and pinning the down? As for high end play isint that a good thing considering that lrms can shoot over hills and track the enemy? if it was good at tier 1 wouldnt it be op?
as for airstrikes anyone and everyone can use them so i dont see a problem with them
Depends on the mechanics involved. Player input and options, allowing for counter-play and counter-counter-play, would make LRMs have more depth and be well balanced across all skill levels, but overhauling the basic weapon mechanics is probably beyond the scope of what PGI is willing to do right now.
Which leaves only the ability to tweak velocity/cooldown/angle/etc...
Just to give you an idea of where I'm coming from when I talk about mechanics, air-to-air missiles in real life often aren't truly "fire-and-forget". Yes, short-range IR-seeking missiles usually are, but not the longer-range ones relying on radar. The launching fighter's radar is
a lot more powerful than the tiny seekers on the missiles, and so it's actually the launching fighter providing guidance via data-link. Also, most missiles only have a boost phase of a few seconds, and will actually spend most of their flight time to the target
ballistic, with no further thrust. This is why a missile that's capable of 40+ g's can be dodged by fighter planes pulling only 9 g's.... because the missile can really only pull 40+ g's at the beginning of its flight. With no further thrust available it steadily loses energy it cannot regain, unlike the fighter it's trying to hit. This is also why evasive maneuvers by the targeted fighter are useful even at the very beginning, contrary to what most movies show you where the hero waits until the last moment to do a break turn, because every move the targeted fighter makes forces the missile into a turn to keep up, which bleeds the missile of energy, leaving it with (hopefully) insufficient energy at the end to actually hit the fighter.
Also, throughout the missile's flight, up until it gets close enough to the target to use its own radar/IR guidance, the launching fighter has to keep the target locked up with its own sensors... which is why the enemy fighter being shot at can also shoot back to force the attacker to break off,
hopefully breaking the lock in the process. The attacking fighter may still choose to try to press home the attack anyway, and can pull his nose around at the gimbal limits of his own radar, holding it at maximum angle while beaming the incoming missile (a maneuver known as the crank), particularly if he has a positional/energy advantage (e.g: he's at a higher altitude firing down at a low-flying opponent, and is confident he can hold the lock a bit longer and still have enough time left to escape the enemy's missile).
A pilot could also choose to launch his missile ballistically at where he predicts the enemy will be, and hope the missile's seeker finds the target at the other end.
There are next-generation concepts and technologies are emerging where fighter aircraft could share datalinks, and so a missile launched by Fighter-A could be guided via datalink by Fighter-B's radar, so that Fighter-A could launch with a good energy advantage and break off immediately without having to guide the missile through.
How would this translate to MWO? A skilled LRM pilot should have more input into what his missiles do, and choices between offense/defense and risk/reward. He ought to be able to hold a lock-on at a greater angle than what we have now, allowing defensive maneuvers/shielding, and he ought to be able to influence where the missiles go with his reticule placement.
He ought to be able to lob missiles around obstacles and have the missiles pick up their own guidance in the terminal phase, albeit with reduced guidance and increased spread, as a way to still land hits when line-of-sight is lost. Imagine that: you'd get no "incoming missiles" warning in advance because the shooter didn't even lock onto you, and just fired the missiles ballistically at where he predicted you'd be, and the missiles picked you up on their own guidance in the terminal phase. You know how people can get hyped up by well-thrown grenades and smokes/flashes in Counterstrike? Imagine that with LRMs.
LRMs would also have a steadily decreasing ability to maneuver, allowing lights and mediums to exhaust the energy of a flight of LRMs and avoid the worst of it.
Finally, a proper C3I system which costs tonnage/slots could be used for datalink sharing, as opposed to what we get for free now with an LRM launching platform able to use the lock from a friendly for free.
Yeah, that's just scratching the surface and a quick brainstorm from a random guy whose job isn't to actually work on MWO. There's probably a lot more you could do to add depth to LRM play.
There are folks who think that there's just simply no way that LRMs could be interesting, and well balanced throughout all skill levels. But if you make it so that the shooter's input has a greater influence, and the shooter has more choices, then the defender also has options and decisions he must make to deal with it, you increase the opportunities for counter-play and the weapon can be fun and interesting and effective at all levels of play.
Edited by YueFei, 14 February 2018 - 11:09 PM.