pbiggz, on 12 November 2023 - 02:03 PM, said:
If it hasn't been put into words here yet, I would add to this that lock on weapons are basically impossible to properly balance in this game. If they are good enough to use, they're basically instantly oppressive. If they are not instantly oppressive, they are not worth using.
There isn't really any meaningful way to walk that tight rope for the designers. Changes need to be made to the actual mechanics of lockons, and their interactions with other equipment. These are far beyond what I expect will ever happen to this game, so absent that, the choice is either make them good, or make them bad. The cauldron have chosen to make them bad, because, arguably, it makes everything else good. Sucks, but im not sure what else you can do without the engineering resources.
Its entirely possible to balance them while limiting their "oppressiveness." The major stumbling points for lock ons as a whole are ECM and radar deprivation being too strong, missiles being too slow, LRMs have a redundant minimum range they're not really supposed to, ATMs having redundant minimum range and being a bit too spread out that forces them to be boated in order to have a chance against AMS, and Streaks not having enough DPS.
LRMs can be made much faster and their minimum range reduced while toning down their DPS. You achieve this by increasing their cooldown and heat a bit, and giving them drastic ghost heat penalties to force players to stagger fire them according to existing group values. Could also increase their range so that they're actually long range missiles.
The Artemis IV Fire Control System upgrade can be made into a viable sidegrade by letting it remove minimum range entirely and having it provide an additional boost to speed so that players could use them in direct sight firefights more reliably, since apparently the spread reduction mechanic this upgrade provides only works against targets in direct line of sight, not indirect.
ATMs are in the best shape, but frankly they need a bit more velocity and their volley to be reduced (as in they come out packed together a bit more) to be able to be used at mid ranges more. Also, their minimum range might as well be done away with entirely. Their missile tracking value is low enough that they're not super effective against fast moving or small targets up close.
Streaks lack DPS wholesale. They can't increase their damage in order to avoid them becoming hard counters to light mechs, but thats fine. Just improve their DPS by reducing cooldown and heat values (and possibly increasing ghost heat groups) so that they achieve more DPS than SRMs because of their forced spread all over a target, and their requirement to have lock to fire. This way you make them far more efficient against bigger targets while still mitigating their lethality against lighter targets. They also could do with a bit more speed, and IS Streaks could do with a tiny bit more range.
Its entirely possible to do cool stuff with the tools available, that doesn't require yet another redesign of the locking system when this one does function just fine. Just needs the counters efficiency toned a bit.
KursedVixen, on 12 November 2023 - 04:04 PM, said:
C3? we have C3I FOR FREE already, even on clan mechs.
No they do not. This is mechanically just basic sensor systems from battletech tabletop rules. The C3 computer network provides additional accuracy bonuses to friendlies, with the C3 master unit additionally functioning like a TAG laser.