

Where Is The Long Tom?
#21
Posted 11 March 2013 - 06:02 AM
But yes the Arrow IV does need to be launched
#22
Posted 11 March 2013 - 06:04 AM
Also, there is that whole 4 shots per ton issue- and the fact that a mountain will stop it just as surely as LRMs. If you can't reach cover or break TAG in 20 seconds or so... I kind of think you deserve to get an Arrow in the face. LRMs at max range already let most mechs moonwalk into cover. The Arrow should be laughably slower.
#23
Posted 11 March 2013 - 06:04 AM
It requires ANOTHER MECH WITH TAG
Not YOUR MECH
But another, entirely separate scout mech
#24
Posted 11 March 2013 - 06:13 AM
Captain Stiffy, on 11 March 2013 - 06:04 AM, said:
It requires ANOTHER MECH WITH TAG
Not YOUR MECH
But another, entirely separate scout mech
See I am all for that, give me Arrow IV and in group play (even pugs now mostly) with TAG it adds a that extra level of team work and play. It would help move the game away form the CoD mindset of still a lot of players.
#25
Posted 11 March 2013 - 06:15 AM
#26
Posted 11 March 2013 - 06:23 AM
General Taskeen, on 11 March 2013 - 06:15 AM, said:
It did have a good lesson in facing these, never bunch up if you don't know what the enemy team is fielding... and when you know for certain Long Toms are being used, stay 100m away from all your allies.
#27
Posted 11 March 2013 - 06:40 AM
General Taskeen, on 11 March 2013 - 06:15 AM, said:
Yes, it can actually turn an atlas' armor red all over from one direct hit. Always hated it in that game.
#28
Posted 11 March 2013 - 06:53 AM
As I noted in the recent "Ask the Devs" (and was promptly ignored as so many other worthwhile questions were), Artillery has always been listed as one of the weapon types that mechs would be able to mount, under the 'Projectile' catagory (though it seems likely they changed 'missile' to 'projectile' at some point as a catch-all) http://mwomercs.com/...warfare-part-i/ . So, we know it will be put in at some point, and Arrow IV is the only mech-mounted artillery system (which is why it was developed).
#29
Posted 11 March 2013 - 07:24 AM
#30
Posted 11 March 2013 - 07:28 AM
#31
Posted 11 March 2013 - 07:30 AM
I'm an arty guy. I love sending shells and rockets over long distances. Pre-sighting firing positions. Or just using my instincts to free sight the elevation and bearing to get the shells where they need to go. It's the longest ranged sniper weapon you can use! Back in my BF2/FH days working with some proper FOs, we could put shots onto moving jeeps across the map. With a good spot, I could even slot shots into windows with a 105mm.
AOE weapons would really change the current tactical meta of this game. Right now, there is no great reason to not cluster together. With ECM, there is every reason to clump up and walk like a 1800's rifle line into battle. Being able to drop some BOOM would be a nice deterrent for getting to cozy with your lance mates. The consumables may do that; we'll see. My worry is that with 6 to 10 seconds of delivery time, inability to coordinate Time-on-Target with multiple launches, and instant warning to the target that rounds are over, that actually hitting anything is going to be like finding a Goliath in game.
I'm going to miss being able to predict my targets movements and send them welcoming gifts.
I understand the need to not make this game Arty-Online. Mechs need to be the primary weapon of combat and if pure arty spam should be avoided. But, I would like to see it be a threat. Especially if I am paying for each barrage. As it is, I suspect (don't know, could be wrong) that the use of the arty/air-strike will be to make mechs move a bit. It will not be the threat to break-up the mech-packs. Will not even be useful in breaking up the Mexican-Standoffs we get on Caustic or Frozen City in Assault. Backing up 30 meters is not a big deal.
#32
Posted 11 March 2013 - 07:38 AM
Dead Eye 01, on 11 March 2013 - 06:23 AM, said:
This guy gets it. The LT was implemented in MWLL to breaking siege line mentality. Specifically, LRM/ARROW spam that required an active radar to work, thus painting a giant "drop artillery shells here" on themselves. The mech hard counter was to go passive, spread out and hit the flanks. Thus forcing mechs to play a more mobile playstyle. ie Scouts had to find LT and coordinate flanking maneuvers to exploit holes in the defense and deep strike the LTs.
True hard counter to LTs were air assets. If the enemy put more assets to anti air watch, it made them even more susceptible to mobile skirmishing tactics.
#33
Posted 11 March 2013 - 07:44 AM
Dead Eye 01, on 11 March 2013 - 06:23 AM, said:
Well, I have no problem with it in MW:LL. Its fun to face and use. And yes, its good for breaking a defensive line or a siege, which is cool in that game.
Edited by General Taskeen, 11 March 2013 - 07:45 AM.
#34
Posted 11 March 2013 - 08:22 AM
Edited by TexAss, 11 March 2013 - 08:24 AM.
#36
Posted 11 March 2013 - 10:45 AM
I just think that having the consumables drop smoke where you strike is about to come in makes it a bit worthless imho. But a Mech mounted artillery piece would really throw a spanner in the works when you get forward information on your targets and can rain death upon them.
Yes it could only be mounted on the Heavy and Assault chassis, but thats the idea! The Heavy and Assault mechs are supposed to be carrying the big guns! Who rememberes the AC20 Raven Flocks from Closed Beta??
This would give Mechwarriors a huge choice when setting up their Mechs, true it would only come into its own in Premade groups where you can co-ordinate strikes with your teamates, but it definatly would mix things up a little!
Any why do i keep seeing "its not canon" or "it doesn't work with the lore" once again, AC20 Raven? Gausscat? Splatapult? These are all non canonical builds so why can't i have my Long Tom?

Edited by Hellboy561, 11 March 2013 - 10:46 AM.
#37
Posted 11 March 2013 - 11:00 AM
Hellboy561, on 11 March 2013 - 10:45 AM, said:
Any why do i keep seeing "its not canon" or "it doesn't work with the lore" once again, AC20 Raven? Gausscat? Splatapult? These are all non canonical builds so why can't i have my Long Tom?

Considering how ECM is in the game, nothing is certain when it comes to translation to MWO. However, the Long Tom was a -huge- system, one that took too much space to fit into the available space of any battlemech. Even smaller artillery such as Thumpers and Snipers were all but impossible to fit, which is why the Arrow IV was such a breakthrough. Here was a system tailor-made for battlemech mounting, even though it required specialized redesign and took up half the battlemech (all of the side torso and one arm). Until Arrow IV, artillery were restricted to vehicles, which could be rebuilt to carry them without all the internal bracing and flexibility a battlemech's frame requires.
Again, we know that artillery is coming, but how the devs actually make it work in 'their' Battletech is not known. We'll have to see (though since they are grouped in the same weapon catagory as Missiles, we can make an educated guess they will be a form of missile launcher-type weapon, and require missile mounts to fit).
#38
Posted 11 March 2013 - 11:05 AM
#39
Posted 11 March 2013 - 06:47 PM
TexAss, on 11 March 2013 - 08:22 AM, said:
The Long Tom Cannon to which this thread refers to need 15 critslots.
With other words, it would not only occupy all critslots in one side torso, but also 3 critslots in your arms.
Which is why I doubt that such a weapon will get implemented on our battlefield mechs. I doubt that MWO at the moment allows for active single components that stretch over several hit locations (i.e. active components, which is unlike the inactive filler components which you get allocated with endosteel and FF armor).
And I doubt that the devs will want to spend development times into enabling this, considering that AFAIK only the Long Tom Cannon and the Arrow IV need this.
Edited by Elessar, 11 March 2013 - 06:49 PM.
#40
Posted 11 March 2013 - 07:10 PM
Elessar, on 11 March 2013 - 06:47 PM, said:
The Long Tom Cannon to which this thread refers to need 15 critslots.
With other words, it would not only occupy all critslots in one side torso, but also 3 critslots in your arms.
Which is why I doubt that such a weapon will get implemented on our battlefield mechs. I doubt that MWO at the moment allows for active single components that stretch over several hit locations (i.e. active components, which is unlike the inactive filler components which you get allocated with endosteel and FF armor).
And I doubt that the devs will want to spend development times into enabling this, considering that AFAIK only the Long Tom Cannon and the Arrow IV need this.
Technically the AC/20, LB 20-X, and Heavy Gauss can do the same. If they added a Stock King Crab, for instance, they would have to enable crit-splitting since that is how it is on the record sheet. Depending on where someone splits it, if a weapon is split between the arm and torso, there is the disadvantage of the arm being locked into place.
Edited by General Taskeen, 11 March 2013 - 07:10 PM.
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