

indirect fire, the weapon lock-on system will now be broken up into two distinct states dependent on if you have direct LOS to the target or not. While also bringing more direct importance to the sensor system with how it relates to indirect fire weapon locks. We have decided to move away from a universal weapon lock-on system into something with more depth depending on your overall position and ‘Mech configuration relevant to the target you are attempting to acquire a weapon lock on against. With these changes we are not aiming to subvert the utility of indirect fire in favor of the weapon becoming more apt at direct fire, but to provide a proper weapon and system balancing pass in order to better reward those that do expose themselves to return fire when using LRMS, while providing more direct drawbacks to indirect fire that make it more difficult to use effectively at extreme ranges without team coordination. The net sum of the changes being introduced this month result in a major re-work of not just LRMs as a weapon, but also the core weapon lock-on mechanics and the way that various equipment interacts within these systems. Updates to AMS, TAG, and NARC systems accounting for these new mechanical changes.Overall buffs to direct fire capabilities of LRMs, with overall nerfs to indirect fire through weapon properties and mechanic changes.A focus towards giving each firing mode of LRMs their own distinct give and take.indirect fire behavior for LRMs and the Weapon Lock-on system. Introduction of more clearly defined direct fire vs.This overhaul has been focused on the following points:


Based on the results of the recent LRM Updates PTS and player feedback, this month we are releasing a very large overhaul of a number of systems that feed into the LRM weapon systems.
