Andi Nagasia, on 30 August 2018 - 11:58 AM, said:
(Reworked Lrm Concept, With Current And New Stats!)
So I will not comment on anything directly in suggestion posts as there will be zero chance that I would be able to keep up with every re-work post that gets posted here, but I do want to speak a bit on the prospect of complete ground up reworks.
The thing about ground up re-works is naturally, they take a huge number of resources and time to implement. And most importantly, no matter what you can convince yourself sounds good on paper, this does not always guarantee that you will get the results that you wish out of any system level rework. Now, I want to state up front that we never take the possibility of re-works off the table. If we absolutely feel that it needs to be done, it is always a tool in our belts that we can fall back on if we feel the need. The big question is always going to be is it really so far gone that we have to take that we can only do it ? You don't need to demolish a house down to the foundation just to remodel a bathroom provided your willing to work within the structure you already have. Especially when you feel those people that would have to do the legwork to get any kind of re-work in can be allocated towards other parts of the game for better effect.
This doesn't mean we are against any kind of reworking of the mechanics, but as Paul has said in previous podcasts, my capacity to implement change is on a tight leash towards only small incremental ones across multiple months unless we feel a need to be more aggressive as we did with this previous patch. I can instigate change, including mechanical ones, but only when I exhaust other options more readily available at my disposal.
This is why we did not lead the slew of LRM changes over the past few months with any kind of new LOS mechanic. We had a number of things that we felt were not where they should be with the core system:
- Their velocity was so low that they where only effective at ranges that we felt where too restrictive for a weapon billed as a Long Range missile. Especially with MRM's being more effective at the ranges that LRMs often where most effective at.
- Their Ammo was skewed lower then any other weapon in the game, so the buff to ammo leveled the playing field against it and other weapon types.
- We wanted to nudge their heat up to help slot the weapon into more of a ranged, unfocused DPS niche that we wanted out of the weapon.
- Slightly raise the skill floor on the weapon
- Standard missile to Artemis performance gap had to be brought into better alignment against one another, as any future tuning needs to not leave standard launchers in the dust. And the system was force multiplying with various other systems to the point where it was massively complicating our efforts to improve the core systems.
At the end of the day, we don't want to simply throw a mechanic in for the sake of throwing a mechanic in, but have it contribute in a way that benefits a particular stress point we are unsatisfied with and want to see improved. While I'm sure many would like us to simply go back to the drawing board on many points within the game, the reality is that doing so on any singular point stifles progress that we would like to devote to other areas of the game. (Such as the Faction play improvements that Paul is currently working towards.) We aren't against moving in a direction that in the long term would see the weapon fundamentally different from where it was at the start of this entire process. But it will more then likely come through a series of targeted individual changes that moves us in that general direction. To that end, the various LRM changes that we have pushed can be seen as laying the foundation of future improvements for the weapons affected by the recent changes now that we have sanded the weapons down to their core and have shaved off the aspects of the weapons that were feeding into the various things we were finding problematic with it's previous tuning.