BlackWidow, on 02 April 2013 - 07:27 AM, said:
Hey, sometimes just showing your support for an existing idea is all that is needed.
I sometime wonder how PGI goes about translating a TT rule into a FPS mechanic. ECM and Streaks in particular. ECM in TT was good. ECM in MWO is very over-reaching. It's one thing to made modifications to my dice rolls, but to actually PREVENT me from being able to fire or even "lock" on the enemy when I CAN SEE IT in my line of sight need to be re-thought. And as far as streaks go....I think there are a couple things to bear in mind. As you know, in TT the only thing streaks do is NOT fire unless you roll a confirmed HIT. This saves ammo. Nothing more. In the game, they seem to be guided missiles. I don't know how else they would do it though. By the time you got your confirmed "hit" and the streaks flew....the enemy really would not be there any more. So, visually it looks like they are guided, but mechanic wise....when you fire....you would have "hit" if the mech stayed put. It doesn't so the streak has to visually follow the mech or all reality breaks down.
A series of ideas for the streak srm that would be vastly closer to its TT purpose in my eyes would be the following:
- Disable the existing lock on requirement. It is too similar to LRM missiles and not SRMs.
- Standard reticle remains the appropriate grey/red color until it enters a calculated window for hitting the target, at which point it should turn green or another differentiated color to alert the pilot. If LRMs are used, colors could alternate red/green. Audible or other visual indicators could supplement/replace the color change.
- Missile would not fire until window of opportunity is properly achieved save for two exceptions.
a) ECM disrupts assisted aiming at which point the reticle turns green/etc. allowing free fire
b) And this is optional - user defeatable assist bound to a key. Can be turned on or off as seen fit by pilot, similar to weapon door toggle.
- Streak SRM missile velocity should be increased above standard SRM for at least twofold reasons.
a) It prevents supplementing/exploiting the firing of Streak SRMs with standard SRMs.
b) Minimizes deviance from target to maximize opportunities from other weapons as SRMs are the slowest in terms of weapon velocity for unguided munitions.
Overall, this is similar to modern aircraft aiming HUDs, but with a few differences. There would not be a displayed impact line/velocity vector to both clean up clutter and to minimize pilots attempting to calibrate regular srm firing difference based upon the assisted streak srm reticle placement. The computer would also disallow free firing of missiles unless defeated manually.
I think the above changes would help guarantee at least one hit, with more depending on how far you go into the calculated hit window, the precision of the missile cluster, and maybe a little bit of luck for a fun game.
Since this has wandered off topic, let me know if I should make a separate post containing the above info.
Regards,
Hammacher Schlemmer/RJGatling (Depending on game and until I can change names)
PS - Evening here, so I've started drinking. Feel free to point out grammatical/technical errors in this post. I am highly appreciative of this.
Edited by Hammacher Schlemmer, 02 April 2013 - 04:19 PM.