The first changes are the buff to the homing system. The point of the easy-weapon is that it's cheap, and easy to hit, the lock-cone nerf defeats the point of a supposedly easy-weapon. It's not put at it's former glory of 45 degree cone though, but investment with Targetting Computers, would allow a good compromise.
Homing Buff:
- Lock Cone from 25 to 35
- TC adds 3/5/7/9/11/13/15/17 degree to the lock.
- LRMs and ATMs are also Fire-And-Forget
Here's a relatively simple rework that should be available for XML change:
Quote
iLRM
Damage/Missile: 1.35
Ammo/Ton: 150 (from 240)
Damage/Ammo-Ton: 202.5 (from 240)
Velocity: 240
LRM5
Damage: 6.75 (from 5)
DPS: 1.0385 (from 1.54)
Cooldown: 6.5s
Missile Health: 1.3 (6.5 total health)
Heat: 2.97
LRM10
Damage: 13.5 (from 10)
DPS: 1.8243 (from 2.70)
Cooldown: 7.4s
Missile Health: 1.2 (12 total-health)
Heat: 4.86
LRM15
Damage: 20.25 (from 15)
DPS: 2.53 (from 3.75)
Cooldown: 8.0s
Missile Health: 1.1 (16.5 total health)
Heat: 6.075
LRM20
Damage: 27 (from 20)
DPS: 3.1395 (from 4.65)
Cooldown: 8.6s
Velocity: 240
Missile Health: 1.0 (20 total health)
Heat: 7.29
Damage/Missile: 1.35
Ammo/Ton: 150 (from 240)
Damage/Ammo-Ton: 202.5 (from 240)
Velocity: 240
LRM5
Damage: 6.75 (from 5)
DPS: 1.0385 (from 1.54)
Cooldown: 6.5s
Missile Health: 1.3 (6.5 total health)
Heat: 2.97
LRM10
Damage: 13.5 (from 10)
DPS: 1.8243 (from 2.70)
Cooldown: 7.4s
Missile Health: 1.2 (12 total-health)
Heat: 4.86
LRM15
Damage: 20.25 (from 15)
DPS: 2.53 (from 3.75)
Cooldown: 8.0s
Missile Health: 1.1 (16.5 total health)
Heat: 6.075
LRM20
Damage: 27 (from 20)
DPS: 3.1395 (from 4.65)
Cooldown: 8.6s
Velocity: 240
Missile Health: 1.0 (20 total health)
Heat: 7.29
Quote
CLRM
Damage/Missile: 1.15
Ammo/Ton: 150 (from 240)
Damage/Ammo-Ton: 172.5 (from 240)
Velocity: 240
CLRM5
Damage: 5.75 (from 5)
DPS: 0.8846 (from 1.43)
Cooldown: 6.5s
Missile Health: 1.4 (7 total health)
Heat: 2.76
CLRM10
Damage: 11.5 (from 10)
DPS: 1.554 (from 2.50)
Cooldown: 7.4s
Missile Health: 1.3 (13 total-health)
Heat: 4.6
CLRM15
Damage: 17.25 (from 15)
DPS: 2.15625 (from 3.49)
Cooldown: 8.0s
Missile Health: 1.2 (18 total health)
Heat: 5.75
CLRM20
Damage: 23 (from 20)
DPS: 2.67442 (from 4.35)
Cooldown: 8.6s
Velocity: 240
Missile Health: 1.1 (22 total health)
Heat: 6.9
Damage/Missile: 1.15
Ammo/Ton: 150 (from 240)
Damage/Ammo-Ton: 172.5 (from 240)
Velocity: 240
CLRM5
Damage: 5.75 (from 5)
DPS: 0.8846 (from 1.43)
Cooldown: 6.5s
Missile Health: 1.4 (7 total health)
Heat: 2.76
CLRM10
Damage: 11.5 (from 10)
DPS: 1.554 (from 2.50)
Cooldown: 7.4s
Missile Health: 1.3 (13 total-health)
Heat: 4.6
CLRM15
Damage: 17.25 (from 15)
DPS: 2.15625 (from 3.49)
Cooldown: 8.0s
Missile Health: 1.2 (18 total health)
Heat: 5.75
CLRM20
Damage: 23 (from 20)
DPS: 2.67442 (from 4.35)
Cooldown: 8.6s
Velocity: 240
Missile Health: 1.1 (22 total health)
Heat: 6.9
The point of these LRM changes is to gear LRMs from DPS towards Alpha. The increase in damage should allow small individual launchers to be a bit better alone, more bang/ton, however this is balanced by really long cooldown that translates to lower dps, and low ammo count. The point of the low-ammo-count is to make the choice of LRMs more compromising for people need more tonnage to compensate, and to make boating less attractive.
The point of the low ROF higher-damage LRMs is to have it more tactical and not spammable, and with less ammunition makes missed shots a lot more wasteful which makes spamming even more discouraged and make LRMs less annoying, likewise less missile in the air means AMS is more impactful. It also achieves the lower sustained-DPS for a supposedly risk-free weapon. Pair this with TCs, then it's even more compromising to the build when they chose to make it even easier to get a lock.
To balance the superiority of Clan-Tech, I have made the distinction between damage/missile than cool-down instead. To put this into perspective, the Clan LRM20 is at 5 tons, the IS LRM20 is at 10 tons. That being said, due to the stream-fire nature, the CLRMs do have higher missile health.
ATM Changes:
Spoiler
The ATM change is there to further differentiate from the LRMs. The ATM retains it's sweet-spot damage, but it's mid-range and long-range damage is tweaked to have a narrower differences, to make them less of an ammo-waste when not using it at the sweet spot. The mid-range damage also makes it more competitive with the LRMs, only losing out on the sustained damage, and being heavier and more vulnerable against ams.
The increased volley interval is to further spread the volley of the ATMs, they still deal their damage but a wider duration as opposed of a quick burst. This is to normalize it with the LRMs.
Without minimum-range, it is more different than LRMs and is truly more usable at a wider band of range, like the ATMs is supposed to be. The close-range vulnerability is still reflected with lower-DPS/ton versus SRM.
Misc Changes:
Spoiler
The SRM damage buff is merely to make it more competitive, and produce a better brawling scene. The iSSRMs are now made consistent with C-SSRMs, this is to put them on a mid-range niche than simply a side-grade of the actual iSRMs. With the suggested ATM changes, the SSRMs still have the advantage of bone-targetting and actually higher DPS and ROF. The health of the MRMs and SRMs are still also buffed.
As always, the numbers are not fixed, they are just there to convey the concept.
Edited by The6thMessenger, 27 March 2019 - 03:11 PM.