LRM and its auto aim nature, coupled with how shared locks work in this game makes looking at it as a singular system impossible.
It's a whole eco system. ECM, Radar deprivation, LRM velocity, and target decay nodes all affect how LRMs and in general indirect fire perform. And on the side TAG and NARC operation too.
The first LRMageddons we had in this game was when LRMs were 120 m/s velocity. Later on when LRMs were buffed to 160 m/s, it was seen as the end of MWO as we know it. As everything was LRMs and auto aim. Why did that happen even at such low LRM velocities? Simple answer. Radar deprivation was not a thing back then, and ECM was only on a few bad mechs.
What changed that dynamic was the introduction of Radar Deprivation module which put a dent into the whole LRM mechanics relying on holding locks.
Radar deprivation was straight up an OP module (and still is) that was injected into the game with no regard for what effect it will have on the gameplay mechanics.
To "solve" the situation, PGI started to increase base LRM velocity to counter this sudden shift. But this is not an issue that is solvable with small tweak to LRM velocity. Radar deprivation took things to extremes, extremes that you could not even have been rectified with counter modules or skills (like target decay).
We want to avoid going counter extreme on a game mechanic. To for example giving 10 seconds of direct decay time to mechs, or giving LRMs 400 m/s velocity.
We are trying to gradually reduce the extremes of the systems that are tied together like that so that hard counters and hard counter counters are less common. This is not the final tweak. This is the first, and we are trying to work with what we have available to us (which is pretty limited).
This will include tweaks to radar deprivation and other nodes potentially. As well as uplifting some mechs through quirks to put them at a better position for LRMs.
Also please note. With the way this game is designed, LRMs are a team based weapon. They truly shine in a spotter/launcher group to somewhat overpowering degree. We can't ignore that aspect. Trying to make LRMs into a solo weapon by countering all of its requirements and properties just makes it more powerful in its main niche which is based on team play.
Things we can work with are:
Spread, and velocity for LRMs (and even these come with hard coded stuff and unforeseen changes PGI did to their mechanics years ago... for example, missile spread quirks and skills do not affect direct fire due to how quirks were coded in the past)
How effective radar deprivation nodes will be.
How much more target decay nodes add to your radar lock hold.
How long a TAG'd target will keep the "tagged" status after the tag laser is moved away from it.
How much boost stuff like NARC provide.
Things we have to negotiate with PGI to change:
Any ECM stats outside of skill tree nodes: for example: How much ECM slows down your locking time, its jamming bubble size, its base radar range reduction stats, etc.
Edited by Navid A1, 20 August 2023 - 11:18 AM.