Khobai, on 15 February 2018 - 03:57 AM, said:
Increasing the velocity on LRMs just seems easier. To at least 200m/s if not 240m/s
Nerf the base tracking/spread on indirect LRMs by 25%-50% so its not as effective (but buff tag/narc by the same amount)
Also reduce the cooldown on LRMs by 20%-25% and increase the damage proportionally. That would make LRMs less spammy and youd have to time your volleys better.
Those changes arnt gonna bring about an LRMpocalypse even in T4-T5.
Increasing velocity would solve the OP's issue but...I suspect the OP's actual adjenda is nerfing LRM indirect fire and b lowering flight altitudes more cover becomes effective further reducing the performance of the WORST weapon system in MWo.
As for nerfs to tracking speed for indirect fire...why? LRMs are pretty much the only weapon players can actively dodge because of the 160 mps velocity coupled with launch warnings. Make them any worse and ,well LRMs would be worse than simply terrible.
Buffing NARC and TAG is not an answer but another indirect nerf to indirect fire. Requiring either LOS targeting from the launcher or a dedicated spotter (second player) in order to avoid the worthless targeting of your proposed up to 50% nerf to tracking speed. This would make LRMs nigh worthless in solo queue for indirect fire because you would be playing the lottery as to IF a friendly spotter would be on your team and seeing how I predict this style of game play (playing a dedicated spotter in solo queue) being super rare it wouldn't happen with frequency to be worth playing either a spotter or lurmer.
Increasing cooldown ( I believe you meant to type increase and not decrease? ) Actual effective LRM use isn't all that spammy.i It's noobtubers who spam launches at every fleeting lock firing at ghosts and wasting ammo (this is why you see LRM boats with excessive amounts of ammo and insufficent back up weapons)
I see a couple of issue with increasing cooldowns.
1) reduction in rate of fire means timing opertunity to hit with available to fire becomes yet another hurdle to leap for LRMing. It's already pretty daunting to have a target lock long enough to fire hold it long enough to hit and retain the lock for a second volley. Increase the time between volleys and it's pretty much a sure bet no one gets hit twice off a retained lock.
2) Reduced rate of fire is directly related to reduced threat of damage and as such reduces LRM's effectivness as area denial weapons that actually present a real threat. If the cooldowns become long enough factoring lock on times and chances of retaining locks for follow up fire LRMs will be less effective at suppression and pinning down the enemy.
They suck enough and are bearly functional now when used on low skill targets or when used by high experience players on skilled targets. I fear screwing around with something ussualy creates other problems.