I think that each ton of flawlessly spent AMS ammo versus LRM's(meeting conditions stated at the bottom) should reward you the same as an Assist(2500). So if it still holds true that 9 AMS ammo is needed to kill a LRM, then:
2000 / 9 = 222.22 LRM kills per ton. Slightly less in reality since a damaged LRM can still hit, but whatevs.
2500 / 222.22 = 11.25 C-bills per LRM kill.
C-bills per missile shot down:
- LRM: 11.25 * 1(damage) = 11.25 C-bills. Rules apply.
- SRM: 11.25 * 2.15(damage) * 0.75 = 18.14 C-bills.
- SSRM: 11.25 * 2(damage)= 22.5 C-bills.
- NARC: 350 per Narc, maybe? That equates to 31.1 LRM's or 19.3 SRM's.
If you bring 4 tons of AMS ammo, and spend it all against LRM's with 75% accuracy, you get 7500 C-bills. A bit more if you counter some of the other types of missiles.
That's not enough to get greedy and "farm" effectively, but enough to give some reward where it is due.
-But then you can get awards for LRM's that won't hit the target! Boo! [redacted]
I see this argument in many threads. My idea:
Each LRM contains the info of who fired it, and who it is locked on.
When a locked-on LRM is killed by terrain within a certain distance of the target, a countdown timer starts(or if already exists: resets). Say, 1 second? Maybe even less.
The timer contains 2 values: attacking player and target player. It represents the fact that the attacker is shooting someone who is in covered from that angle.
If the attacker manages to get a LRM to hit the target while a timer is active, the timer is removed.
If a LRM is killed and there is a timer whose attacker and target equal to that of the LRM, no reward is given.
Yes, it won't be 100% effective. You can still get rewards between the time that LRM's are fired and the first LRM hits terrain. Still, it a simple system to implement and would filter most of the misses.
Discuss.
Edited by Egomane, 05 November 2014 - 11:29 AM.
That was uncalled for and not necessary for a feature suggestion