Lex Peregrine, on 28 February 2013 - 08:51 AM, said:
each arm has 3 hard points, but the original loadout of this chassis' variant has an LRM15 in each arm, thats 15 launch tubes, so in my opinion, we should be allowed to use the 3 hard points until a maximun of 15 missiles, so we could use 3 SRM4 (=12) but not 3 SRM6 (=18). Get my point?
Are we saying a fitting limitation, or a firing limitation? I.e. if I were to fit two SRM6 and an SRM2, would I have an (effective) SRM15, or would it not let me fit the SRM2, due to lack of missile tubes?
Lex Peregrine, on 28 February 2013 - 08:51 AM, said:
The Awesome 9M for instances has a sSRM2 in the arm, I notice when I put an SRM6 in it, it fires 2 missiles at a time to justify the ability to fire 6 missiles from 2 tubes. Thats just unrealistic, its like having an SRM2 with ultra fast reload rate. Instead it should limit to only SRM2 or NARC.
The 'problem' in my opinion isn't so much that you get ripple-fire on one launcher, it's that you don't on multiples. Three SRM6, for example, in an SRM4 hardpoint will fire a wave of 12, followed by a wave of 6. The issue around launcher stacking is the alpha-stacking, so if launchers were to cumulatively obey the ripple-fire law, then the above example would launch four waves of 4, and a wave of 2. It would also be subject to circumvention by applying the launchers as three weapon groups and firing in quick succession, which would essentially require the implementation of a hardpoint-specific compartment internal cooldown to prevent firing off missiles in the same compartment faster than the ripple-fire mechanic allows for.
However, that does serve to 'buff' LRM hardpoints being used for SRM builds, due to the lower missile counts (A1 would fire a wave of 15, followed by a wave of 3, from each arm - more or less no reduction).
The ideal solution here is deformable hardpoints, which we already see to a limited extent - for example RVN-series gun arms (sort of), K2 cattie arms (but, famously, not torsos). It's worth noting that despite, having less missile hardpoints than the A1, the C4 has noticeably bigger ears. Deformable hardpoints would definitely help in this case, although with variable loadout contents (technically an A1 arm can contain one LRM20 and two SRM6, or two LRM20) would make designing the system fairly formidable - essentially requiring a deformation option for every single legitimate combination of missiles in a given compartment (I make that 107 potential A1 arms on the back of an envelope, assuming SSRM2=SRM2 and including NARC).
The ideal solution, IMO, is to implement deformable hardpoints hooked to the largest launcher in the compartment, combined with the same internal-cooldown governed whole-compartment ripple-fire mechanic above. Ergo the most LRMs launched in a wave would be 20, the most SRMs 6. Actual damage applied would not really increase, but certain brawler builds would require more attention from the pilot, in order to keep their SRM volleys on target. The number of art assets per mech would be minimal, and coding wise it only requires converting the ripple-fire code to treat all launchers in a given compartment as one, and the implementation of a shared compartment-cooldown on missile hardpoints for X seconds, where X is the time between
N.B. It's not unrealistic at all, look for the Katyusha rocket launcher on youtube. Also, BTech =/= Realism.
Lex Peregrine, on 28 February 2013 - 08:51 AM, said:
And I think its unfair to have streaks completely useless against ECM, perhaps allow them to work only at very close range, or increase drastically their lock on time, making it a pain to hit those pesky ravens.
The last thing Streaks need is a buff. One of the more awkward issues around ECM downtuning is that an SSRM fix needs to be implemented essentially simultaneously. Zero-effort fire-and-forget torso-seeking medium lasers are not a good thing for the game. They are
the reason the cookie-cutter 3L (and to a lesser extent 2D) are broken at the moment and more or less compensate a pilot for artificially lagging themselves to gain a hitreg advantage (since SSRMs are unaffected).