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Re-Roll Ssrms To Actually Target And Track Like A Sim


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#1 Lightfoot

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Posted 29 January 2015 - 09:12 AM

I am thinking of MechWarrior 3's SSRMs which targeted the mech's center, but had such a large turning radius Light and Medium mechs could easily dodge past them. It worked very well to the point that very few players bothered with them, but you could learn to use them.

In MWO I think this would translate into players not boating them since getting them to hit an aware player would be pretty challenging unless the target was a slow assault or slow heavy in which case they would be protected by armor and some deflection.

The current SSRMs are just too hit-roll automated and give the player no input into the outcome of the shot. You want the player to be able to make perfect shots and bad shots based on skills learned when the game is a Simulation.

The other problem with the current SSRMs is they are not competitive with other weapons because the Clans have SSRM4 and SSRM6 and they always hit at 12-14% and that forces a damage cap at a very low level or everyone would just take SSRMs. Once you introduce the Turning Rate variance you can assign larger Turn rates for SSRM4 and SSRM6 and it works quite well to create a variety of application for each launcher size.

Edited by Lightfoot, 30 January 2015 - 11:38 AM.


#2 Firewuff

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Posted 30 January 2015 - 01:14 AM

They have a low rof and hit random body parts so spread damage more than an Lbx10. If people are stupid enought to use them in isolation then they get what they deserve. ....death mostly.

#3 ShinVector

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Posted 30 January 2015 - 01:17 AM

View PostLightfoot, on 29 January 2015 - 09:12 AM, said:

The current SSRMs are just too hit-roll automated and give the player no input into the outcome of the shot. You want the player to be able to make perfect shots and bad shots based on skills learned when the game is a Simulation.


User SRMs if you want 'Skill'.

#4 Kinski Orlawisch

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Posted 30 January 2015 - 01:25 AM

SSRM are still the best way to fight Firestarter or other fast IS Lights....or ANY Clan Light, due to the fact that the have plenty weapons in their arms....

#5 SethAbercromby

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Posted 30 January 2015 - 01:39 AM

View PostMarc von der Heide, on 30 January 2015 - 01:25 AM, said:

SSRM are still the best way to fight Firestarter or other fast IS Lights....or ANY Clan Light, due to the fact that the have plenty weapons in their arms....

Their fire and forget nature also makes them synergize well with lasers, as the missiles will likely hit without you having to lead your shots.

#6 Lily from animove

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Posted 30 January 2015 - 03:56 AM

View PostMarc von der Heide, on 30 January 2015 - 01:25 AM, said:

SSRM are still the best way to fight Firestarter or other fast IS Lights....or ANY Clan Light, due to the fact that the have plenty weapons in their arms....


only work,s because the lights try to outrun them and twist away.

if light mechs would adobt their behavior, and face the ssrms, the spread is so horribly inefficient that people won't use them. but a light runnign and twisting away will make them a focused impact on the arms and sidetorso on their way to the component they are locked on.

#7 Tarogato

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Posted 30 January 2015 - 04:10 AM

View PostLily from animove, on 30 January 2015 - 03:56 AM, said:

only work,s because the lights try to outrun them and twist away.

if light mechs would adobt their behavior, and face the ssrms, the spread is so horribly inefficient that people won't use them. but a light runnign and twisting away will make them a focused impact on the arms and sidetorso on their way to the component they are locked on.
I disagree; there's only so much you can do against a Stormcrow or Maddog with SSRM24/36. Even if you try to spread the incoming damage, they simply obliterate you before you can usually even destroy one component of theirs. Usually only takes two volleys from a streakboat to kill any fresh IS light in my experience so far.

#8 Nightshade24

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Posted 30 January 2015 - 06:00 AM

View PostLily from animove, on 30 January 2015 - 03:56 AM, said:


only work,s because the lights try to outrun them and twist away.

if light mechs would adobt their behavior, and face the ssrms, the spread is so horribly inefficient that people won't use them. but a light runnign and twisting away will make them a focused impact on the arms and sidetorso on their way to the component they are locked on.

This is true to an extent, however to a light mech, reguardless of hitboxes and such.

We can expect this rules applying.

Hits to arm = most weapons in arms, this will lead to being disarmed. (or majority of weapons in arm)
Hits to ST = XL mech, will die quite soon
Hits to CT = obvious
Hits to legs = mech is legged.

I am starting to warm up to clan streaks. mainly the 4's and 2's. And I am noticing that these do rip the enemy mech to shreds and makes light mechs avoid the area after a few hits. When you have another weapon paired up then you can pinpoint an attack on the light mech where your cluster of streaks just hit.

Kinda like what I did on my mad dog B (3 small pulse, 2 med las, 4 ssrm 2, 2 SRM 6 + A)

#9 Lightfoot

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Posted 30 January 2015 - 11:37 AM

Just so you understand what is happening when you fire SSRMs now, they roll some fuzzy dice that determine where they will hit and the chance for any location is 12-14% excluding the head. Your positioning has no effect on where the SSRMs hit. Anything you think you see happening is just random location hit rolls. Seems like Table-Top, but you want Simulated missles for a real-time action sim.

Now the reason you don't want randomized hit locations is that they make SSRMs only feasible for anti-Light Mech and futility vs an Assault whereas SSRMs that track a direct path to the target do more damage the slower the Mech travels! How well they hit is controlled by how large a turn radius they have and how much deflection angle the target is presenting. So in MW3 the SSRMs had so large a turn radius they mostly missed oncoming and turning Lights, but if you caught a Mech unaware from behind they mostly hit.

The other problem with the current SSRMs is they are not competitive with other weapons because the Clans have SSRM4 and SSRM6 and they always hit at 12-14% and that forces a damage cap at a very low level or everyone would just take SSRMs. Once you introduce the Turning Rate variance you can assign larger Turn rates for SSRM4 and SSRM6 and it works quite well to create a variety of application for each launcher size.

#10 Cyberiad

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Posted 30 January 2015 - 12:11 PM

I would prefer if missiles were simulated properly and had limits on angular acceleration. It wouldn't be any more CPU intensive as they currently are since only minor changes would be needed in code. My ideal SSRMs would track using lead pursuit (head towards where the target is going to be) and accelerate from rest when leaving the missile tubes. If this were the way missiles were implemented then they would hit so long as the target is travelling at a constant speed and in a straight line but if you move in a ziz-zag or a complicated path then you have a chance of dodging the missiles since the missiles have limits on acceleration.

Edited by Silicon Life, 30 January 2015 - 12:12 PM.


#11 TheSilken

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Posted 30 January 2015 - 12:18 PM

Just wait for STREAK LRMs

#12 Krysic

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Posted 31 January 2015 - 05:13 AM

I like this idea.





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