Orzorn, on 14 February 2013 - 05:03 PM, said:
I'd favor bumping LRM speed to 200m/s but damage down to 1.3. More consistent but less crushing if that makes sense. Just like any other weapon. If I have decent aim with my AC10 I expect to put 10 points on the guy within range. Similar concept with LRMs. If I get a lock and fire my LRM 15, I expect to drop 10+ points on him unless he gets to cover. Otherwise why not just get something with a ballistic hardpoint instead? This logic is what created the OP but avoidable LRM issue we have right now. The desire to balance it differently from all other weapons.
NARC needs at least 60 seconds or else why bother with the ECM counter? Loading a NARC is going to cost you weight, ammo and a missile hardpoint. What's it getting you? 20 seconds of better accuracy? 2 shots, maybe 3? You need to make it more like 6 to 8 shots if the guy doesn't get to cover. Limit NARC ammo in response.
This would make NARC and TAG more valuable to pugs, not less. Helps coordinate your team. Even if I'm not boating LRMs or any missiles at all seeing that guy with the yellow target mark or blinking red mark is going to let me know that's someone I need to focus fire on.
Make sense? More diversity, better pug and team experience. Just not one that exponentially increases the power of one while decreasing it for the other.
Edited by MischiefSC, 14 February 2013 - 05:23 PM.