My thoughts in general -
On LRMs
Lots of general thoughts over the LRMs, but if the goal is to "1: Make good TEAM players better with LRMs, 2: Make bad team players worse with them, and 3: Little to no change iin overall power to them." We probably need to make changes that actually work in that direction.
So, lets look at what separates good LRM taem players from bad ones - Good ones are probably moving with the rest of their group, getting their own locks, and occasionally sharing a little armor. Bad ones are the ones sitting behind cover, well behind their teammates, simply lobbing their missiles at anything the rest of their team manages to get a good lock on. The thing is, the damage of good and bad guy are almost the same at the end of the match, despite all the good things the good player did. Any LRM changes should reward people closer, and capable of attaining their own locks.
As another example, a Scrublord LRM
™ Is likely not
using the lock on feature of Artemis, and may well not be using artemis at all. Sitting in the back, behind cover, and lobbing lrms at defenseless opponents is not actually using any of the featuers of artemis, other than the spread bonus. Reducing/Removing the lock-on bonus of artemis does nothing to hurt him. So, if the basic goal of reducing LRM power is to be acheived, (especially in the hands of bad players) the appropriate nerf is to the BASELINE stats of LRMS. I think the recent velocity change, and heat changes should stay. Velocity is a needed improvement to mechs that are shooting at other mechs near cover, and the LRM should be very dangerous to a mech out in the open. However, the base SPREAD of the launchers should be wider, making the launchers a bit less reliable when not assisted by other equipment.
Now, with a lower baseline power of the weapon, we can look at ways to improve further mechs that do choose to use other equipment. Artemis, if anything, should improve lock-on times when a target is in LOS even further than they currently do - this allows him to shoot at fleeting targets more quickly, and allows him to better cleave through mechs with partial radar derp, or ecm, etc. The spread bonus of artemis launchers may even be able to be dropped entirely if these bonuses get high enough.
As for TAG and NARC
- TAG isn't particularly useful now, unless you're using it to "Replace" artemis on a mech. The visible laser combined with the very low duration once the laser is off the mech makes scouting/sharing information fleeting at best. For changes to this system, I actually think it doesn't need any changes other than the current "Lock and Spread" Bonuses it does now. Artemis is good for mechs that poke and retreat, TAG is for mechs that poke and STAY out.
- Narc is REALLY good in a team setting, when you know you have lots of launchers, and an open map, when applied by a mech that no one can find. Probably too good. A simple, moderately effective change here would be to DOUBLE the ammo, and HALF the duration, making the light mech poke out a little more often to actually narc people. Another simple change would be to reduce/remove the spread improvement that NARC applies - simply making it a "Beacon" instead. It would still be very powerful in the hands of good teams, but it wouldn't mean death quite so quickly when Narc'd
Edited by Daurock, 08 August 2018 - 05:05 PM.