Tierloc, on 08 November 2011 - 11:48 AM, said:
Unfortunately the fictional stories and the historical accuracy of the novels is not going to stop me from using heat weapons, should their use be provided and work correctly.
no one said you could not mount them, I was merely pointing out where they generally occur and why you don't see them often mounted to mechs. as Saurok points out; not only is the standard SRM-heat effect a MekTek fabrication, true inferno rounds don't do damage. If you only could choose one; which one would it be? most people take the damage, because most stock designs are heat-balanced against over heating.
Tierloc, on 08 November 2011 - 11:48 AM, said:
The whole idea for this game is still fictional and limiting the realm of the mechwarrior franchise to novels that appears 50 people have read is extremely limiting. A fragile attempt at "reboot", truth be told. The baseline is a good jumping point, though. This needs to be a "this isn't your father's mechwarrior" kind of moment. And while trying to remember that, the comparisons to MW4 and MW3 abound everywhere - regardless of where and who are making those claims about balance and fairness and weapons packages etc. I thought MW4 was a fantastic game and I still play it today after 8 years.
I actually pointed back to MW2 doing SRMs quite fine, and I also pointed to other game examples of dumb-fire rockets not being that hard to use. Again look up rocket launchers in Quake and Unreal, see how awesome they really are. So from a gameplay mechanic, you just want point-and-click magic rockets to be the norm instead of just learning how to time shots...but wait you'll have to learn that anyway in this game! Also, more than 50 people read the novels and source material, this thing goes back before I was born and I understand this, why can't you? a reboot of MechWarrior has to be just that - MechWarrior, you can't avoid it...
Tierloc, on 08 November 2011 - 11:48 AM, said:
In the case of MW4, as referenced in my post's quote, there were two sets of these missles, SRM and CSTRK - one defined as IS and one as Clan. The major differences other than the targeting without lock for streaks was the heat by the srms and the heat generated by firing them. They had the same damage, weight, recycle time and reload capacity.
right, this exemplifies the differences of IS and Clan tech levels. What you don't see is the IS versions of STRK SRMs because MW4 is pretty much Battletech:Lite. MW4 was limited in scope of the game due to constraints on the hardware end of things mixed with a simplification of the mechlab, where you can stuff any clan tech on any IS chassis thus making any difference in tech trees 100% moot.
Tierloc, on 08 November 2011 - 11:48 AM, said:
That may be a simple weapon system compared to a recovered clan handbook page mentioned in a short story in a side plot of one of the 50+ novels about battle tech that you only read because one of the main characters thought of it while sitting on the can between Solaris matches.. but the model worked for 10 years.
I lol'ed at this. SRMs have worked the way I described for twenty-five years, and 2 video games (Mw1, Mw2:Mercs).
the MW2 series even had infernos built in, and stil acted the same 'dumb-fire' way.
If you havent noticed, the two primary groups of missiles: SRM and LRM fulfill two weapon roles. LRMs are accurate, long range, sniper fire. SRMs were always meant to be in-your-face missile blooms of destruction...not accurate and pinpointed (until STRK tech). In terms of this MW:O, 85% of the SRM tech that will be encountered due to canon will be basic SRM launchers.
Edited by Aaron DeChavilier, 08 November 2011 - 12:30 PM.