SirSmokes, on 09 February 2021 - 06:39 AM, said:
But when its there it works great so how do we fix this? I seen huge clouds of missiles for more then one mech get shredded by mechs with a lot ams. I am still for making maintaining lock harder so if yea send someone to harass the lrm mechs they will lose that lock
SirSmokes, on 09 February 2021 - 06:24 AM, said:
No one takes it self fulling prophecy and LRMs are part of Mechwarrior always have bin. It dose squat because there is not enough on the battlefield. And yes slow moving assault mech is dead meat if left behind yes
Then My suggestion would be find a way to ensure there aren't enough LRMs on the battlefield, too.. I know they have always been a part of Mechwarrior and Battletech (I was around when Battletech was invented). Reasoning would have it that if the LRMs were actually all that effective, then lore wouldn't have room for any other type of mech at all, because LRMs would rule every battlefield in the universe. It would only be a matter of how many launchers a given chassis could support. But since that is not the case, then obviously the platform is far more powerful in the video game world than it ever was in the tabletop or pen and paper world.. Now maybe because in TT and PP rules, the number of missiles reaching the target is random, and then the AMS randomly whittles down that number further, so you can theoretically have an LRM-20 have only 8 missiles even make it to the target and then 4 of them get shot down by AMS.. So, if that was the case in the video game, would we have so much LRM Spam? I think not.. but the video game guarantees that if you have a lock, all the missiles make it to the target and don't miss, and AMS can only deal with 20% of them (I think), and so, no matter what, the LRM wins every time. they can shoot indirectly, and even if you kill the spotting mech, their skill perks for maintaining a lock after losing LOS keeps them shooting with zero chance of detection or return fire.
So, either have it much harder to maintain a lock (especially in Indirect fire modes), or bring in the random generator (aka 2d6 against a "to-hit" table) from the original game that reduces the number of viable warheads... Personally I prefer the latter, as it reduces the power of mutiple players spamming them.. it becomes a less effective system, and therefore less likely to be exploited...
Edited by KW Driver, 09 February 2021 - 07:04 AM.