Knee-Jerk Thoughts
Lock time changes -
This is the right direction, IMO. Combined with other changes, it should make the time from "sees enemy" to "missiles landed" be quite a bit lower, which should help them compete better with direct fire stuff. It will remain to be seen how LRMs fare in actual play VS. a Direct fire poker, or Dakka Boat, but that's why we test these things.
Indirect Spread Nerfs -
Also a step the right direction. LRMs only really become obnoxious when you boat a ton of them, particularly when used as a team using 8-10 boats with a few NARCers on certain maps. Nerfing the Spread not only reduces the Raw DPs that they provide, but it also reduces their effective "Damage/Heat" ratios, which should help with this to some extent. Again, how much it changes remains to be seen, (As the NARC will likely still last more than long enough to be a death sentence to someone without hard cover nearby) which is why we test these things.
Other Changes
- I'm happy we're moving away from using extremely slow velocity as an IDF nerf mechanic. It really doesn't hurt them near as much as it does a person using them in Direct-Fire. In all honesty, if we want these things to be more valuable as a "Long" ranged weapon, i'd even consider bringing up the velocity Further.
- The Heat change for clan launchers is probably warranted, considering just how many missiles you can boat on the smaller chassis, and just how many heatsinks you can mount on the larger clan chassis. Considering the IDF spread nerf, we're already hurting the heat/damage ratio there some, so I'm glad we're taking a measured approach here, and not going full hog on the IS launchers as well.
Concerns
- ATM Health changes are welcome, But I do have some concerns on the Usefulness of the weapon if LRMs become more effective in direct-fire. They're a little in danger of losing their "Niche," of medium range DF damage. Perhaps Reducing or removing the 120m damage cutoff, or changing to soft one would help give them a more "Complete" short-ranged zone. (Likely to be coupled with some buffs for Streaks as well, but that's a slightly different discussion) Alternatively, we could give them the ability to have the same "High" arc as LRMs have in IDF.
- TAG, from what I can tell, will be dramatically less useful on a missile Boat, since BOTH of the "Lock" and "Spread" bonuses appear to only apply to "Indirect" fire... which he can't use since he's in LOS if he's using the TAG. While I understand the reasoning, (I.E. you want it to be used primarily as a "Team" weapon, and not one to be used as an individual aid,) The weapon is a poor substitute for a NARC in that role, because Unlike the TAG, a NARC only requires the "Painter" to be exposed for a short time. Asking a someone to 'tag' people for multiple seconds between 1) having his team notice that a mech is painted, and 2) actually lock and fire is a pretty big ask, when compared to a more simple "shoot and run" with the narc. Even the "ECM cutter" aspect of the it is currently reduced in value, since a few patches ago you made it so that ECM no longer hard countered locks when you have LOS. It will need "Something" if it is to be useful. Perhaps its time to think about maybe lengthening the time a "Tag" paints someone out to somewhere between 5 and 10 seconds, (I.E. enough time for a teammate to notice, lock, and land 1 volley) or allowing it to cut through stealth armor?
Edited by Daurock, 06 February 2019 - 07:28 AM.