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Arrow Iv


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Poll: Arrow IV (17 member(s) have cast votes)

Should it be added?

  1. Yes (10 votes [58.82%])

    Percentage of vote: 58.82%

  2. No (5 votes [29.41%])

    Percentage of vote: 29.41%

  3. Hummm can i has cake (2 votes [11.76%])

    Percentage of vote: 11.76%

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#1 Athieros

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Posted 17 April 2015 - 07:29 AM

Get it added :)

#2 Astarot

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Posted 17 April 2015 - 07:58 AM

This isn't as easy as people believe it is, Arrow IV is design as an artillery. Thus they need to design an Artillery view/targetting system that not broken. Allowing people to shoot it like artillery, or have it added as a module that can be called down as off map support.

#3 Jaeger Gonzo

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Posted 17 April 2015 - 09:56 AM

Arrow IV homming?

#4 Nightshade24

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Posted 17 April 2015 - 06:55 PM

View PostJaeger Gonzo, on 17 April 2015 - 09:56 AM, said:

Arrow IV homming?

Yes, and kinda immune to AMS.

It does a nice amount of damage, something like a 20-ish to 30 damage from memory from a huge single missile but that missile has poor arc and is a tad slow. But if someone has it in CW they can hit enemies from the other side of the map spawn from spawn. This allows an 'artillery' mech so to say but the thing is IS arrow is 15 crits (splits to the near by torso/ arm) and has very low ammo to ton ratio so it isn't OP.

You can't say have a 4 arrow bot or a 2 arrow 2 gauss. You may be lucky to reliably fit 2 on an assault.

#5 Nightshade24

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Posted 17 April 2015 - 06:59 PM

View PostAstarot, on 17 April 2015 - 07:58 AM, said:

This isn't as easy as people believe it is, Arrow IV is design as an artillery. Thus they need to design an Artillery view/targetting system that not broken. Allowing people to shoot it like artillery, or have it added as a module that can be called down as off map support.


What do you mean?

Arrow IV requires locking the same way LRM's do in MW: O.
You fire it like any other weapon (not like a long tom, bomblast laser, or blazer)
etc.

the most 'artillery-ish' this is looking at the map and location of a mech to know that it won't hit a mountain and make sure the enemy is spotted.


This isn't like WoT where you need special artillery view because why not.

#6 Egomane

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Posted 17 April 2015 - 09:49 PM

View PostNightshade24, on 17 April 2015 - 06:59 PM, said:

Arrow IV requires locking the same way LRM's do in MW: O.

Where did you get that from?
Please don't tell us "From past MW games"!

Arrow IV is an artillery weapon. It does area of effect damage and is fired into a specific area and not on a single target. The only time it does single target damage is with homing ammunition. This special type of ammunition needs a solid TAG lock to be guided into the target, or the Arrow missle will be wasted.

#7 Nightshade24

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Posted 18 April 2015 - 01:04 AM

View PostEgomane, on 17 April 2015 - 09:49 PM, said:

Where did you get that from?
Please don't tell us "From past MW games"!

Arrow IV is an artillery weapon. It does area of effect damage and is fired into a specific area and not on a single target. The only time it does single target damage is with homing ammunition. This special type of ammunition needs a solid TAG lock to be guided into the target, or the Arrow missile will be wasted.

Because of LRM's, they required Line of Sight OR for Artemis at least tagging and such.

In MW:O all you need is a lock rather that be UAV or friendlies simply spotting it.
Arrows and arrows with Artemis perform the same as LRM's and since LRM's in this game perform likes this then so will Arrow.

Previous game? no, it's watching how LRM's changed from TT/ lore to MW: O. Arrows are simular to LRM's in this way and thus when TT goes to MW: O it'll have the same cookie cutter.

Also the "Area of Effect" is on the Cluster Arrow Missile ammo. The normal one does direct target damage and even then the cluster one targets a single opponent that's tactically is targeted near other targets. Firing them without lock is the same as using LRM's as an area of denial weapon without using lock. not practical in MW: O and splash damage will peform the same when LRM's had splash damage in MW: O or how the clan er ppc works.

for eg 30 damage on hit, 15 damage to surounding components, 5 damage to the components do those.

For eg... hits CT = 30 damage.
ST damage = 15 damage
Legs / arms = 5 damage

or if it hits the ST = 30 damage.
CT and arm on that side = 15 damage
ST on opposite side and leg on that side = 5 damage. Etc. This would be how the ammo works.... but seeing how we have no High explosive ammo for LRM's, Incendiary ammo for LRM's, Caseless AC ammo, Slug rounds for LBX's, etc...
I doubt explosive arrow ammo will be in game.

Also note: ECM doesn't effect normal LRM's. But it still jams them AND Streaks which only requires the basic sensors to just "point and click" to fire. Turning of your sensors is the only way to lose lock and you should be able to fire the game without lock to act like normal SRM's.

#8 Nightshade24

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Posted 18 April 2015 - 01:20 AM

That's from memory either way.

Just to double check we are not confusing the Arrow with the long tom right?

Which is a extremely low velocity howitzer weapon that has huge area of effect damage that is often fired at large groups of enemy forces.

Because that fits your description much more.

I hope a indicator like in MW4 and in MW: LL will be around for aid to use it.

#9 Astarot

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Posted 18 April 2015 - 09:36 AM

The Arrow IV, like the Long tom, is an artillery weapon. The arrow iv and LRM are nothing alike, as the Arrow iv was design to augment the long tom.

Here some rules for the Arrow iv homing missile(as the books I do own are random odds and ends, so I had to go hunting to find the rules for it, and they may not be fully correct)

Game Rules: Only units carrying an Arrow IV artillery missile launcher may carry Arrow IV Homing Missiles.
An attack using an Arrow IV Homing Missile is treated as standard artillery weapon attack (see p. 179), with the following exceptions:
• The Arrow IV Homing Missile does not make its own to-hit roll. Instead, the homing missile may only attack units within 8 hexes of the target hex that have been successfully designated by a friendly TAG unit in the turn of the missile’s arrival. If there are no successfully TAG-designated targets within 8 hexes of the target hex when the missile arrives, the homing missile explodes harmlessly. (Undirected or misdirected Arrow IV Homing Missiles do not scatter.)
• If multiple units are successfully designated by friendly TAG on the turn of an Arrow IV Homing Missile’s arrival, the player controlling the unit which fired the round must choose which target the missile will attack.
• When attacking a successfully designated target, the player controlling the missile launcher must roll 2D6. On a result of 4+, the missile hits the target with its full rated damage. This is treated as a hit from a Direct-Fire Ballistic weapon, resolved against the unit’s facing relative to the unit that fired the missile. An additional 5 points of artillery damage applies to all other units in the target’s hex (treated as an area-effect weapon, if these other units include infantry). If the missile’s 2D6 roll is 3 or less, however, the missile hits the hex occupied by the designated target, and inflicts 5 points of area-effect damage to all units in the target’s hex (including the target).
• A friendly TAG may designate targets for any number of Arrow IV Homing Missiles per round, with only one to-hit roll required to designate the target. However, a TAG-equipped unit may not designate multiple targets in a turn. If an on-board Arrow IV launcher using homing missiles also mounts TAG, the unit may designate a target and fire its homing missiles against it in the same turn.


as you can see, that they arn't truly homing, as you must target an area that you wish to missile to land at, and if a target is being tagged, it will attempt to hit the target, otherwise it treated EXACTLY like ARTILLERY.

The following falls under as Artillery weapons and thus follows Artillery weapon rules, with their own special rules ontop of it if they use things like special ammo or other such conditions:

Arrow IV(Inner sphere)
Arrow IV(Clan)
"Thumper"
"Sniper"
"Long Tom"
Cruise missile/50
Cruise missile/70
Cruise missile/90
Cruise missile/120

Edited by Astarot, 18 April 2015 - 09:59 AM.


#10 Ragtag soldier

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Posted 18 April 2015 - 04:34 PM

with all the rage people would have when AMS chews all their missiles to death before they do any damage? nah son, don't go asking the forums to rage like that.

#11 Telmasa

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Posted 18 April 2015 - 08:52 PM

It'd be pretty easy to add. Make it require lock, make it travel in an arc (higher than LRMs maybe?), and make it have splash damage.

Remove arty/air strike consumables from the game, and also add Long Tom (also easy to add, same reticule and everything, it merely travels in a slow ballistic arc to whatever point you aimed at...it doesn't have any range limitations that I'm aware of).





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