1- Increase LRM missile range to 2km. This makes the MRMs that come in the future have their niche.
2- Use the battlegrid as the top-down view.
3- LRM can only be fired in battlegrid view or with direct line of sight. Missile will not lock or keep lock in cockpit view if there is no LOS.
4- Missiles fired from battlegrid view behave differently from those fired in cockpit LOS view.
a- Battlegrid firing mode:
Player clicks target contact or location on battlegrid. Computer picks up coordinates and creates a 20m x 20m square. LRMs fire in wide spread clusters that will hit in random in that 20m x 20m square.
LRMs fired in battlegrid mode have a steeper angle of descent than LOS fired LRMs.
b- LOS firing mode:
Player has target in sight, locks it and fires. must keep lock like they currently do. LRMs fired in this mode fly at half-height than current mode and impact the target as they currently do (they dont hit on a 20m x 20m square.
5- Target players do not get missile warning when missiles are fired in battlegrid mode since there is no 'locking' taking place.
6- LRM ammo changes:
a- Increase number of missiles fired per volley per launcher. Triple them.
b- Triple ammo per ton.
c- Reduce damage per missile so that there is no actual change than to what it is now if the entire missile spread hits a mech.
*** we just need to increase the number of missiles in the air to make battlegrid fire mode worth using.
7- Artemis effects: Battlegrid fire mode = area hit shrunk to 10mx10m, LOS mode= missiles pack up tight before impact like they do now.
...and of course, LRMs should not be causing the black screen bug nor rock the mech left and right... if anything just make them shake like a PPC or Gauss hit does and slow the mech down from the kinetic impact.
The result: LRM indirect fire becomes an area-fire support weapon or a direct line of sight damage weapon.
As indirect fire it can hit any number of targets randomly in the 20m x 20m square which makes it useful for suppression and to fire on expected enemy locations and flush them out or damage them by guessing location.
The best thing is, this is what has been constantly suggested to world of tanks as a fix for artillery. An area effect weapon rather than a pinpoint OMFG damage weapon. Unlike WOT, MWO has the ability to make this solution happen. All the things needed for it, including the NEED for it, are there.
Edited by Skyfaller, 02 December 2012 - 01:22 PM.