This change to LRM's seems to be attacking a perceived problem from the wrong end.
Consider - to get back your lost velocity you have to invest 1 ton per launcher, whether it's a 5, 10, 15, or 20.
So, if you have a high hardpoint build with LRM 5's (aka a "fun" build), you are penalized far more than with an assault mech running 3 x LRM 20.
Usually the LRM 5 builds tend to be mediums and heavies, occasionally lights.
The real LRM cancer these days is Clan assault mechs running 6x LRM 20, so what, they can drop to LRM 15's with artemis, and the reduced missile count is balanced by the tighter grouping.
It has the effect of nerfing a s***ton of builds which weren't overpowered to begin with, yet again reducing options for the majority of players who have no interest in the overserious comp playstyle.
This kind of change is how a game dies by a thousand cuts.
You want to reduce LRM abuse? Embrace some lore for a change and remove indirect fire from Clan launchers altogether. Half tonnage per launcher more than compensates.
As a side note, I'm in favor of separating IS launchers into 2 types - direct and indirect. the mechanic which switches firing profiles is flawed in a lot of situations. It's nice to know what your weapon is going to do when you fire it.
Edited by Ballistic Panicmode, 21 January 2024 - 07:12 AM.