-Thanks Thomas for finally correcting the LRM flight patterns with/without Artemis. The only problem now is that LRMs retain incredible accuracy, offsetting the broken balance between massive raw damage and inaccuracy.
*Updated 4/2/13*
-LRMs and SRMs damage per missile have been cut dramatically. How if they only moved more than a mile an hour and could consistently hit something, we'd be in business. There are still some major issues, such as the minimum range and ECM, but we'll see what happens with the upcoming fix to SRM flight patterns. Thanks again Thomas & company for your hard work at getting "good" missile mechanics back into MechWarrior.
For someone being involved within the closed beta, it was painfully obvious PGI was struggling for a long time to get LRMs to work even remotely close to what they wanted, never mind within the ballpark region of balanced.
During all this, keep in mind that Clan LRMs have zero minimum range and half the tonnage. Just imagine a cat with 6 CLRMs firing point blank at your face. Can you say hello 216 point alpha? Well I hope the Devs can, because that is EXACTLY where they are heading if they don't take a good hard look at how LRMs work in game.
-Bad weapon mechanics
-BAP/NARC worthlessness
-ECM imbalance.
The first thing PGI needs to do to bring LRMs back on track to normalcy is to balance out the equipment (and maybe finish adding in weapon features like alternative ammo like inferno lrms or allow hot loaded LRM racks). After that is taken care of, LRM stats need to be reworked almost entirely. I'm talking minimum range mechanics, missile speed, damage per missile and accuracy.
So, first things first. Raw Damage. Have you ever tried taking a Stalker or Awesome, and loaded it to the brink with LRMS? I'm talking like an LRM 80 salvo. If your missiles make impact, current is 1.8 damage a missile, you're TWO shotting an Atlas (under 300m those suckers don't miss!). God help them if you're shooting at a light mech; they just instantly melt. The role of an LRM isn't to all out kill mechs, its to soften them up. But the sheer damage doesn't do that. It just kills. So, the damage stats are definitely off. Remember the Artiemis catastrophe when missiles only hit the CT of mechs?
The second point is Accuracy. Well ok, the LRMs horrible accuracy and weapon spread is meant to mitigate that. But here is where the problem starts to pick up. LRMs stats and weapon mechanics are built around being horribly inaccurate, but what happens when all the LRMs do make impact? Well, see the above paragraph. This is why the system is bad. PGI tried to balance hugely over the top raw damage with the assumption of bad accuracy, which doesn't always happen. It doesn't work.
The third problem is Missile Speed. Part of this compounds the accuracy problem trying to balance out the raw damage numbers. At range, firing on anything moving faster than 90kph means those mechs are nearly out running the missile itself. This leads to two scenarios. 1) The missiles that do make impact chase the target briefly meaning those missiles mostly hit in the rear torso. 2) That some mechs moving fast enough (especially on water and its missile sponge mechanic which is another topic for another time) means nearly all missiles completely miss the target. Yes, if you're in a light mech going fast enough, a quick turn means you've effectively dodged every missile salvo.
Finally, we have Minimum Range. Now now, I know Canon, LRMs have a minimum range in which they cannot fire -- but past mechwarrior games knew about this and thought, yeah no -- lets not do that and have some other solution. PGI has made their decision on trying to really stick close to TT, but this is one of those things that needs to be changed from canon. Keep the spirit of a minimum range, not the verbatim. Ask, why is there a minimum range, instead of blindly following TT? MW4's solution for instance was that LRMs fire mechanic and tracking made it pretty darn difficult to find their target close up. You could still fire and do damage, but it wasn't realiable, so anyway...
...here is one way("one", I should say one solution with many parts) to make LRMs more dynamic, useful and overall a LESS pain in the rear for the user and receiver of those LRMs. The first, change LRMs damage per missile to reduce the overwhelming raw damage. 1.8 damage a missile is absurd. Sure, it helps the trial mechs out with their single LRM10. Sadly, on a cutom mech a single LRM is pretty much wasted tonnage, but part of that is also the way LRMs work which I'll get to. For now, reduce that LRM damage back down to something like 1.4 or 1.5 damage after 180m. I'll get to why I say after 180m in a minute.
Well, good job Highlander, you just made LRMs completely worthless again. Now hold on, part of why PGI made LRM damage so high is because they are so inaccurate. So the second part is to make them more accurate to compensate. Wait a minute, now that 30 damage on an LRM 20 is still pretty darn good. A basic LRM 20 with no tags, BAP or Artemis will spread the damage a reasonable amount to still hold the spirit of the weapon. But, now when people want to mix TAG, BAP,Arteimis or a teamates with NARC into the mix, now the weapon has changed from a general support (again, in spirit of TT to soften the enemy mech up) to now somewhat precision missiles so people can use them as long range mech killers. Wow! Suddenly, theres a little more depth in the game and mechlab, too. Of course, that precision still depends on proper use of equipment and the use of LOS. Likewise, LRMs will still hold the bad accuracy when being fired around terrain, but become a much more formidable weapon system with direct LOS.
Now, the second part on accuracy was to increase missile speed. By what percent, maybe 150% of current? Basically, there is no reason why a mech should be able to out run a missile. Regardless of how much BT =/= reality, that is just a horrible concept. At the same time though, missiles shouldn't be made so quick as to that you don't have time to get under cover, either. The other side is, missile acceleration and velocity. Since we're making the LRMs a significant % faster to increase accuracy, but still allow mechs some time to take cover, make the LRMs need to accelerate to their max velocity when fired. This is also tied in part of balancing the last part.
The minimum range mechanic. I am not a fan of this, and its not fun, especially for new guys who don't even realize it! Yeah, the game needs a tutorial but thats another topic. So, why did I say 1.4 damage (or 1.5, its just an example) after 180m and have LRMs need to accelerate to their max velocity? Well heres why. Change the minimum range mechanic to an optimal range mechanic. Allow these LRMs to still do damage within that 180m range, but not at full damage or even close to decent accuracy. In Canon, LRMs have a minimum range due to the LRMs having an arming distance, so (again, an example) change the LRM damage to something like .8 or 1 damage per missile within that range! That way, they're still useable (well, more so than now) and new players especially don't get frustrated when they're inside their trials firing thier missiles and thinking "wth is going on?!". It also helps those who prefer to take a more balanced build, so that single LRM 10 or 15 now has that much more use, especially in the current brawler focused maps. Hell, PPC's right now do a very similar mechanic where they still hurt within 90m, just not nearly as much! (its a linear progression, where they do 5 damage at 45m, 3.3 at 30m, etc.) This still emphasizes use of LRMs outside 180m, but doesn't digress them to glorified beach balls, either.
So, I guess here is the TL;DR summary.
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Missile damage has been reduced dramatically, check the mechlab for current damage/missile stats.
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New Flight Pattern Increases LRM accuracy dramatically.
-Fix equipment, giving a more meaningful impact on how LRMs perform/LRM role.
-Increase missile velocity
-Implement missile acceleration when initially fired
-Remove minimum range mechanic
-Reduce LRM accuracy within 180m
-Remove equipment/accuracy bonus within 180m
And as a side thing
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Fix'd! Thanks Thomas for the new LRM flight pathing!
There ya' go. LRMs are fixed and when that Cat with 6 CLRMs comes into battle, he/she won't instantly melt you to death with 120 LRMs to the face. These changes are meant to still hold the spirit of the weapon and purpose through Canon/TT, but alter them so they are more fun and just make sense in a real time FPS environment.
Edited by mwhighlander, 01 April 2013 - 08:34 PM.