Currently I would characterize the Long Tom as over powered and should not be available on the tiny maps that are available. Essentially a Long Tom can sit in base, or right outside of base, and nail any target that is actually out there and fighting. With the size of the maps, if you know the key locations where fighting occurs, random shots are frequent and devastating. When I am in a demolisher at 1100m away from a Long Tom and passive radar, but have splash all around me, I would call it random.
Here is the thing with the Long Toms. Essentially, they are intended to stay behind their friendlies and provide long range artillery support. Here is the rock, paper, scissor effect of this unit. Let us call the Long Tom the rock. The Long Tom weakness, or paper, is the Aero. The Aero has speed, agility, firepower, and does not suffer from the general condition of being on the ground to get nailed by the Long Tom.
So now we have rock and paper. What is the scissors? The AA is the scissors, meaning they take out the Aeros, which were attacking the Long Tom. Here is the major issue with the current build (and the Aero Jerks would never believe this would be coming from me). The AA is way too effective. There needs to be a balance that is struck between the AA being obsolete and it being super wtfpwnsauce.
Now look back at the original statement about the Long Tom being OP. Here is the exact reason the Long Tom is OP. Remember the rock, paper, scissor designators?
Rock is running around the game untouched because scissor is so effective that paper said "fapp it, I am not playing."
Fix that issue and we may very well see that the Long Tom isn't so over powered because there will be a control measure other then having 5 'Mechs charge across an open field, through Long Tom barrage and 10 well positioned 'Mechs, to try and take out a single asset unsuccessfully.
Striker