I think the best suggested solution is for SSRM to emit a beam when fired that lasts up to 2 seconds. The beam would visible only to the attacking mech pilot. After the beam has been on the target long enough (0.5 seconds continuous or 1.0 seconds cummulative) the missiles fire and hit their target. This makes SSRM have synergy with lasers as well as separates the LRM and SSRM lock on mechanism. It would add a skill factor to using SSRM, while retaining their TT/CBT flavoring. And, finally it would remove the ECM jamming of SSRM, bringing them more inline with standard weapons.
Antarius, on 04 February 2013 - 04:22 AM, said:
i believe SRM and SSRM damage should be lowered to 2/rocket, they are a bit to strong. With SRMs you shred away an atlas in matter of secounds(for example with a 5xSRM6 Stalker or a 3xSRM6 Cent). With this damage drop they still would be great but in a competive way. (for streaks the same, because why should they do more damage)
But since armor was doubled, that'd make SRM the equivalent of 1 damage w/TT rules and make SRM do only 0.2 damage more than LRM in game. Not very fair for a weapon with a hard range limit of just 270 meters - just say'n.