Lightfoot, on 02 January 2013 - 10:22 PM, said:
It's the LRMs that are unbalanced.
Because they do not require LoS or Aiming and rarely miss, the damage they do is either too weak or MASSIVE, depending on the number of launchers. It's like the Devs say X number of launchers will be the normal maximum so there is the balance point, so to create crushing LRMs just add more launchers.
If LRMs required aiming and LoS to do good (2 plus per missile) damage (and could be spoofed by turning you mech away) and did only 1 damage per missile if fired without LoS. They would become easy to balance based on skill rather than LRM properties.
it wouldn't hurt to tone them down a point or 2 but not requireing los or aiming clearly suggests to me that you've never tried it. lockon's are only made with radar and radar only works when you have line of sight. sometimes a buddy's radar adds to yours but by the time the missles are at the top of their arc the radar dissappears and so does your missles into the ground. timing is usefull too, no use firing off on a mech standing next to a building, a little reverse from the target and the building cops the lot. a sheer waste and i have a good laugh every time someone does that. you really got to be sure the locks will last and choose your moments when to fire.
here are the lrm tips that some have mastered but many have ignored:
mech out in open that's too slow {heavies and assaults} good.
mech near ecm mech in open bad.
mech engaging a harrasing brawler out in open good. cause target won't be running for cover anytime soon eh?
mech engaging a harrasing brawler in town or near a large hillside bad. most likely they'll dance behind cover before your missles will get there.
so full force only occours to those who ignore them or are too slow. i've been battered a lot but even in my awesome i can get to cover just in time... not to ever be killed by lrms but for the autocannon-centric mech to come around the corner and kill me