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Lrm Revamp Suggestions


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#1 Vrekgar

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Posted 02 April 2013 - 06:42 PM

We can all agree that LRM's are not where they should be.
  • Too Slow
  • Too little damage for time and weight
  • Too many counters of differing utility
  • Riddled with bugs
  • Low skill required to use, High skill required to use WELL. (THIS IS GOOD)
  • Effectiveness more about the LACK of enemy skill/awareness than Personal skill.
So with the inevitable revamp I have some proposals.

#1: Add a Toggle Mode.
  • Toggle between Direct Fire mode, and Indirect Fire mode.
  • Direct fire mode shoots the missiles as a stream in a flat forward trajectory. It is optimized for all around shooting at any effective range.
  • Missiles Fly forward and accelerate to 500m/sec until terminal attack. At 1000m Missiles loose the rocket motor and suicide into the ground.
  • Indirect fire mode shoots the missiles in a large salvo at a >45deg angle upwards. Missiles attain a large height as they accelerate to 200m/sec. It is optimized for medium/short range fighting against targets behind cover.
  • Missiles in this mode fly down from great height to terminal attack at 30-50deg angle depending on range from launch. Missiles after 1000m of powered flight will go ballistic and eventually suicide into the ground.
  • Indirect fire mode can only be used with a Locked on Target.
#2: Terminal Attack.
  • When missiles reach Terminal attack range @180m or there abouts they will execute attack procedures.
  • Each missile "Rolls" to determine where it will try and hit on the target. This roll will result in the missile targeting the part assigned the value as its focus target to attempt to hit within the limitations of the missiles remaining powered time, and maneuvering capability.
  • There will be at least 1 "Miss" locations where the missile will instead crater into the ground if rolled.
  • TAG and NARC Will remove the "Miss" location and instead assign the roll to the CT.
  • NARC will assign ALL Rolls to the CT for as long as the beacon is active.
  • Missiles will NOT have a splash radius.
  • Missiles that target sections that have been destroyed will instead target the section next closest to the CT.
  • Missiles cannot execute terminal attack if the lock is missing when they hit the terminal attack range.
  • Missiles will continue to seek their target even if lock is lost so long as they have initiated terminal attack procedures.
#3: Artemis.
  • When Artemis is used it alters how LRM's function.
  • ALRMS's Loose the ability to toggle between Direct and Indirect fire. They ONLY direct fire.
  • Missiles cannot be fired without a locked target.
  • The range of Terminal Attack is increased to 250m. This is to give missiles more time to settle on a trajectory to hit their rolled target.
  • When Missiles execute Terminal Attack procedures they begin "Rolling" for the hit target. Each roll for a certain part gives a +1 weight for all subsequent rolls to roll for THAT location. This increases clustering greatly. In addition they do not have a "Miss" roll value.
  • TAG increases the weight of hitting the CT and HEAD by +1.
  • NARC Causes all ALRM's to target the part the beacon attached to.
  • Missiles have 25% increased Maneuvering Strength.
#4: Damage.
  • Missiles will Hit with minimum of 1pt of damage per hit.
  • No Splash damage.
  • Bonus damage is delivered as each missile approaches 800m of Powered Flight remaining when they hit. For every 100m of flight remaining it delivers .1 damage. For example, if a missile is fired and travels for less than 200m then it will deliver 1.8 damage. If it flys for 999m it will only deliver 1 damage. If it flys for say 500m it will deliver 1.5 damage.


#2 SGT Puddles

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Posted 02 April 2013 - 08:27 PM

nice suggestion. i would also like to add them doing reduced instead of no, damage under minimum range, similar to the ppc mechanic. this will make them not totally blown away by the clan versions but will also help new players

#3 Vrekgar

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Posted 03 April 2013 - 04:56 AM

View PostSGT Puddles, on 02 April 2013 - 08:27 PM, said:

nice suggestion. i would also like to add them doing reduced instead of no, damage under minimum range, similar to the ppc mechanic. this will make them not totally blown away by the clan versions but will also help new players

I considered that but decided against it. The minimum range is more for the warhead to arm. Its a safety range so the shaped charge doesn't detonate on the launcher. Just the rocket fuel itself probably wont really penetrate the armor without the shaped charge to make a hole.





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