I ran that Force Multiplier calculation and saw that 8.3% disparity, but I also skimmed through a/that thread here discussing it,
and also noted that any sort of FM was conspicuously absent from the AS products...so in the end, I didn't really do anything with it.
Looking at the numbers again, the Oosiks have a 60 point deficit before Skill adjustments, worth exactly two Von Luckners :P. After Skill adjustment, the Oosiks have a 32 point advantage. I think this feels about right; I want the Oosiks to be (nominally) outnumbered, but better skilled, BUT also keep it close. It's a swing of less than 10% either way (before/after Skills), so that's probably within the realm of "fair", right?
On the Indirect Fire: I decided to do some napkin math and refresh my memory on how it works.
Best Case: Skill 4, standing still (-1), firing indirectly with a dedicated spotter (+1), at a slow target (TMM +1), at Short Range (+0) is 5 to hit;
83.3% Success Rate; though, short range seems....unlikely. At Medium Range, this goes up to 7,
58.3% Success RateWorst Case: Skill 4, moving, firing indirectly with attacking spotter (+2), at jumping fast target (+4), at Long Range (+4) is 14 to hit;
No attackHow about an advantageous middle case? Firing at medium range at a medium 'Mech?
Skill 4, standing still (-1), firing indirectly with dedicated spotter (+1), at TMM 2 (+2), at Medium Range (+2) is 8 to hit;
41.67% Success RateDoes my napkin math look right, or am I missing something? I think even at 40-50% chance for success, the LRM Carrier lance is still going to be putting out about 3-6 damage a turn, likely from a safe vantage point; angry bees are still angry, best I can tell.
For the sake of completeness, I've updated my sheet with Armor/Structure values. This has proved interesting! The two sides are almost exactly evenly matched for "Amount Of Hardware To Chew Through", even though the IS Invaders (right) have a raw damage advantage.