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Add The Arrow Iv


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Poll: Add The Arrow Iv (95 member(s) have cast votes)

Do you support the OP's Suggestion?

  1. Yes (83 votes [87.37%])

    Percentage of vote: 87.37%

  2. No (10 votes [10.53%])

    Percentage of vote: 10.53%

  3. Abstain (2 votes [2.11%])

    Percentage of vote: 2.11%

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#1 FrostCollar

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Posted 05 March 2013 - 05:37 PM

I know this has been suggested before, but here's a new thread conforming with the new valid suggestion poll guidelines.
You know what we need? More weapons choices.
You know what I think we should add? This guy.

Edited by FrostCollar, 05 March 2013 - 05:37 PM.


#2 Torquemada

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Posted 06 March 2013 - 03:45 AM

It fits into the timeline, it was rediscovered 6 years ago in 3044 and adding artillery weapons like this and the Tomtom could be great. I would also like to see Targeting Computer electronics added as well so they can give you an aiming zone to fire artillery accurately. I think these would quickly stop LRM boats sitting at range in one spot, easy prey for artillery pieces then. :)

#3 General Taskeen

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Posted 06 March 2013 - 08:00 AM

I vote for yes, BUT it will be a very unwieldy weapon with its ammo per tonnage.

In MW:LL you can fire the limited amount of Arrow IV ammunition you have, and retreat to a main base to rearm (The point being is that you can stay very close to your main base and act as the Artillery guy for your team since the Arrow IV has incredible range). Without any type of game mode with an active 'supply line' it would very limited focus.

Edited by General Taskeen, 06 March 2013 - 08:01 AM.


#4 DocBach

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Posted 06 March 2013 - 08:01 AM

Perhaps they can sell the ammo as consumables; one shot is 200,000 c-bills, or you can buy a 10 pack for 250MC.

#5 General Taskeen

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Posted 06 March 2013 - 08:07 AM

Yeah, cuz that makes perfect sense to turn Arrow IV into a consumable, which weighs a crapload and puts out a ton of heat :wub:

#6 DocBach

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Posted 06 March 2013 - 08:09 AM

They're giving us artillery as consumable modules, so I don't forsee on-board artillery for 'Mechs very soon, unless it's also paid for with real cash.

#7 Eddrick

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Posted 06 March 2013 - 09:55 AM

I would like to see the Arrow IV. It requiers critical slot splitting, however. But, if critical slot splitting were allowed. It would open the door for other Artillery Weapons to be mounted as well.

#8 Adridos

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Posted 06 March 2013 - 10:03 AM

I'd much rather see the Arrow IVs than made up arty strikes you have no way of shutting down.

#9 Eddrick

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Posted 06 March 2013 - 10:12 AM

View PostAdridos, on 06 March 2013 - 10:03 AM, said:

I'd much rather see the Arrow IVs than made up arty strikes you have no way of shutting down.

I would rather mount my own Artillery Weapon. Specificly, the Sniper Artillery Piece like the BattleMech Helepolis has.

The way that an off map strikes can and should be counted is by blocking communications. Because, the target location as to be called in over communications and normaly requiers TAG for pinpoint accuracy. Otherwise, the off map units are just firing into a general location or just random locations.

Edited by Eddrick, 06 March 2013 - 10:12 AM.


#10 FrostCollar

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Posted 08 March 2013 - 09:01 AM

View PostEddrick, on 06 March 2013 - 10:12 AM, said:

I would rather mount my own Artillery Weapon. Specificly, the Sniper Artillery Piece like the BattleMech Helepolis has. The way that an off map strikes can and should be counted is by blocking communications. Because, the target location as to be called in over communications and normaly requiers TAG for pinpoint accuracy. Otherwise, the off map units are just firing into a general location or just random locations.

I'm for this too. More indirect fire choices than just LRMs specifically and more weapons choices in general make a better game. Just with the new suggestion guidelines it seems best to suggest one weapon at a time. It would also help actually achieve role warfare. Right now, most long range weapons (gausses, ERPPCs, ERLLs, etc) work pretty well at close ranges too. Weapons choices allowing to more specialize at long range combat seem like a good thing to add.

#11 Nathan Foxbane

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Posted 08 March 2013 - 05:25 PM

Only catch. They would have to implement large weapon splitting between locations. Arrow IV takes whopping 15 crits.

#12 Cpt Beefheart

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Posted 08 March 2013 - 07:29 PM

I say if it comes in, leave it as it is (to start anyway). It takes a whopping amount of space, so chances are it will be your primary weapon leaving you with just enough space to put maybe a few MLs or smaller for close combat, and you would stand a chance against a brawler. Also the range on the thing gives your target more than enough time to find cover, balancing things out and making it more of a pinning weapon or something to deter opponents from making a dash across open ground.

#13 FrostCollar

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Posted 09 March 2013 - 01:05 PM

View PostNathan Foxbane, on 08 March 2013 - 05:25 PM, said:

Only catch. They would have to implement large weapon splitting between locations. Arrow IV takes whopping 15 crits.

If that's what it takes. The game already accommodates one item taking space in multiple locations with XL engines and if they went with 15 crits I think it would be more than acceptable to have that as the first weapon to use that system. From my limited understanding of the TT ruleset I understand that other weapons could be split, like AC 20s, and that this made some designs like the King Crab possible. However, I'd take the Arrow IV alone over a more expansive implementation of the system.

#14 Eddrick

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Posted 09 March 2013 - 02:48 PM

View PostFrostCollar, on 08 March 2013 - 09:01 AM, said:

Just with the new suggestion guidelines it seems best to suggest one weapon at a time.

I know and understand. I think I will do one for the Sniper Artillery Piece and Cannon. The Cannon of the Sniper Artillery version is a scaled down version that doesn't requier critical slot splitting.

#15 Oppresor

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Posted 09 March 2013 - 03:06 PM

We already know that we will have an Artillery option soon; the Arrow IV would augment this providing a cluster ammunition type. All we need now is a purpose built Observer Post (OP) Mech such as the Owens http://www.sarna.net/wiki/Owens to take on the Artillery Designation role.
http://media.moddb.com/images/mods/1/9/8528/Owens_front1.jpg

#16 FrostCollar

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Posted 09 March 2013 - 05:55 PM

View PostOppresor, on 09 March 2013 - 03:06 PM, said:

We already know that we will have an Artillery option soon; the Arrow IV would augment this providing a cluster ammunition type. All we need now is a purpose built Observer Post (OP) Mech such as the Owens http://www.sarna.net/wiki/Owens to take on the Artillery Designation role.
http://media.moddb.com/images/mods/1/9/8528/Owens_front1.jpg

We've got the Raven already and the Owens is an upgrade for the Jenner. Let the current light mechs fill that role, especially if it conflicts with a pure combat role (looking at you 3L).

#17 Oppresor

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Posted 10 March 2013 - 02:41 PM

View PostFrostCollar, on 09 March 2013 - 05:55 PM, said:

We've got the Raven already and the Owens is an upgrade for the Jenner. Let the current light mechs fill that role, especially if it conflicts with a pure combat role (looking at you 3L).


True we have the Raven and you are absolutely right, it could perform this function well. The reason I looked towards the Owens is because it had traditionally performed the OP role in the past; also being based on the Jenner chassis we know that we would get something pretty awesome. I like the idea of specific to role units and developed a respect for the Owens in MW3.

#18 Kell Commander

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Posted 10 March 2013 - 02:44 PM

New cheese build: Stalker boating Arrow IV's. Is that what you want? That's what will happen,

#19 Eddrick

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Posted 10 March 2013 - 05:27 PM

View PostKell Commander, on 10 March 2013 - 02:44 PM, said:

New cheese build: Stalker boating Arrow IV's. Is that what you want? That's what will happen,

Arrow VI. Requiering 15 critical slots. It isn't possible to have more then two. Catapult-C3 can do the same. Along with any other Mech that can spare 30 tons for weapons.

Edited by Eddrick, 10 March 2013 - 05:32 PM.


#20 Ialdabaoth

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Posted 24 March 2013 - 10:43 AM

View PostEddrick, on 10 March 2013 - 05:27 PM, said:

Arrow VI. Requiering 15 critical slots. It isn't possible to have more then two. Catapult-C3 can do the same. Along with any other Mech that can spare 30 tons for weapons.


Just make it a 10-slot weapon and the CAT can mount one per arm.





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