I agree with Larkis in that Light 'Mech gameplay is severely afflicted by how Streak missiles work, especially when coupled with ECM. However, personally I would not touch the aiming radius/speed. For one thing, it would require having several targeting reticules for those 'Mechs that have launchers in the torso
and in the arms. Also, it just "feels right" to have the reticule move a little faster than the torso, from an interface immersion point of view, if that makes any sense. The torso has its own crosshair not because it feeds some info into some smart missile launcher whose projectiles can change their flight path as needed, but simply to show where
fixed weapons will hit.
What really needs tuning is the missiles' movement. They need a fixed angle at which they leave the launcher, a limited turn radius, and the possibility to "lose lock-on" when the missile's flightpath passes the target by such an angle that it starts to move away rather than following.
In addition, it could also help to have SSRMs require a re-lock after each salvo in order to increase the difficulty of keeping a fast-moving 'Mech targeted, as locking on is arguably somewhat harder than just keeping the lock. In the TT, pilots need to roll for targeting for each salvo as well.
Lastly, by having Streaks be un-affected by ECM, this would "level the playing field" at least somewhat by allowing
any pilot so inclined to equip and use this weapon system. The Guardian suite does not affect SSRMs in the tabletop, and I do not see why it is necessary for MWO to do it differently in this regard either.
Together with loss of perma-lock and turn radius, this might just make SSRM2 or SRM4 an actual choice rather than a no-brainer even for dedicated Light hunters.
More realism and greater adherence to the tabletop whilst simultaneously improving gameplay balance. What's more to want?
Also, lol @ all those CB Atlas drivers who think that Light gameplay should consist solely of "run into each other so your team can get an easy kill"