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Ssrm Turning Radius/ Firing Trajectory Idea


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#1 Titus Ryan

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Posted 15 April 2013 - 10:24 AM

Should ssrms have a threshold for how tight the turning radius is? And do you think that the trajectory of the initial firing be straight for the first 30m or so? Would this make ssrm light pilots need more skill?

#2 Juree Riggd

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Posted 15 April 2013 - 10:27 AM

View PostTitus Ryan, on 15 April 2013 - 10:24 AM, said:

Should ssrms have a threshold for how tight the turning radius is? And do you think that the trajectory of the initial firing be straight for the first 30m or so? Would this make ssrm light pilots need more skill?


Either that or slow the missile speed down so an AMS equipped mech would have a better chance at shooting them down. That way if a mech wants them to be effective, they have to shoot them towards you at a closer range, instead of getting a lock, turning and running, and then firing. It would boost the viability of AMS too.

#3 Ph30nix

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Posted 15 April 2013 - 10:28 AM

the only thing missles need is to have the location they target randomized when fired for each missle
that goes for LRM and SSRM's

it will also help come clan tech and we have SSRM6's running around.

also LRM's need their flight speed greatly increased.

#4 Juree Riggd

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Posted 15 April 2013 - 10:32 AM

View PostPh30nix, on 15 April 2013 - 10:28 AM, said:

the only thing missles need is to have the location they target randomized when fired for each missle
that goes for LRM and SSRM's

it will also help come clan tech and we have SSRM6's running around.

also LRM's need their flight speed greatly increased.


The problem with increasing flight speed on LRMs is it throws off AMS balance. You increase the flight speed and completely invalidate AMS. Once splash damage is properly reintroduced, LRMs will be back where they're supposed to be. SSRMs on the other hand should be accurate and aiming for the CT everytime. The short range drawback should give you an advantage of greater accuracy. Now, that doesn't mean it needs to be HITTING the CT every time. If you run straight at a mech firing SSRMs at you, it should hit CT every time. If you however twist right before impact, it should hit somewhere else, not circle around and still hit CT.

#5 stjobe

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Posted 15 April 2013 - 10:33 AM

Seeing as SSRMs currently spin rings around you; yes, they need their maneuverability severely nerfed.

#6 Titus Ryan

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Posted 15 April 2013 - 10:39 AM

When ssrm 6 are introduced this would keep them from being overpowered.

#7 CaptianViolence

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Posted 15 April 2013 - 10:39 AM

View PostJuree Riggd, on 15 April 2013 - 10:32 AM, said:


The problem with increasing flight speed on LRMs is it throws off AMS balance. You increase the flight speed and completely invalidate AMS. Once splash damage is properly reintroduced, LRMs will be back where they're supposed to be. SSRMs on the other hand should be accurate and aiming for the CT everytime. The short range drawback should give you an advantage of greater accuracy. Now, that doesn't mean it needs to be HITTING the CT every time. If you run straight at a mech firing SSRMs at you, it should hit CT every time. If you however twist right before impact, it should hit somewhere else, not circle around and still hit CT.

where were you during the days of streak cats? hitting ct every time? they changed it away for a reason.........if they hit one location consistently regardless of what location it is op. if your a steady hand and cant hit one location then dam nice shot

#8 Juree Riggd

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Posted 15 April 2013 - 10:43 AM

View PostCaptianViolence, on 15 April 2013 - 10:39 AM, said:

where were you during the days of streak cats? hitting ct every time? they changed it away for a reason.........if they hit one location consistently regardless of what location it is op. if your a steady hand and cant hit one location then dam nice shot


Please re-read my post. I said streak lock should be AIMING for CT every time, but you should be able to twist defensively and have it hit a different portion if you do so right before impact.

#9 mike29tw

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Posted 15 April 2013 - 10:47 AM

View PostJuree Riggd, on 15 April 2013 - 10:43 AM, said:


Please re-read my post. I said streak lock should be AIMING for CT every time, but you should be able to twist defensively and have it hit a different portion if you do so right before impact.


Yep. SSRM cats never happened. It was all in our head.

#10 Juree Riggd

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Posted 15 April 2013 - 10:49 AM

View Postmike29tw, on 15 April 2013 - 10:47 AM, said:


Yep. SSRM cats never happened. It was all in our head.


...I never said anything about streakcats. What are you even talking about? I'm talking about how SSRMs currently ONLY hit CT no matter what you do, save turning a corner or using terrain as cover.

I'm talking about how SSRM missile lock should AIM for CT, but you should be able to twist defensively to keep it from hitting CT.

#11 Zyllos

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Posted 15 April 2013 - 10:49 AM

View PostJuree Riggd, on 15 April 2013 - 10:32 AM, said:


The problem with increasing flight speed on LRMs is it throws off AMS balance. You increase the flight speed and completely invalidate AMS. Once splash damage is properly reintroduced, LRMs will be back where they're supposed to be. SSRMs on the other hand should be accurate and aiming for the CT everytime. The short range drawback should give you an advantage of greater accuracy. Now, that doesn't mean it needs to be HITTING the CT every time. If you run straight at a mech firing SSRMs at you, it should hit CT every time. If you however twist right before impact, it should hit somewhere else, not circle around and still hit CT.


Now that is an extremely trivial problem to fix.

LRM's now travel 50% faster, AMS deals 50% more damage to LRMs.

Their effectiveness and interaction between them is maintained.

#12 Taemien

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Posted 15 April 2013 - 10:51 AM

View PostTitus Ryan, on 15 April 2013 - 10:24 AM, said:

Should ssrms have a threshold for how tight the turning radius is? And do you think that the trajectory of the initial firing be straight for the first 30m or so? Would this make ssrm light pilots need more skill?


If this was the case, I would face hug a mech and fire the thing behind them. Causing the SSRMs to hit from behind. Those things simply don't miss.

A better way to deal with SSRM is a skill based one. Make it so that the target box is not enough for a lock, but actually have to target the mech. But also the component that is being targeted would be focused on (allowing streak users to target individual parts). But the lockon time would have to be halved as it would be tougher to lockon this way, especially with smaller mechs (though light mechs would have to expose themselves a bit more then they do now). But of course once you move the reticle off the mech, you lose the lock (as you aren't targeting a specific part of the mech anymore).

#13 FunkyFritter

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Posted 15 April 2013 - 10:52 AM

Something needs to happen to how ssrms move. Damage tweaks can balance them, but doesn't make them interesting to use or fight against.

#14 Juree Riggd

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Posted 15 April 2013 - 10:53 AM

View PostZyllos, on 15 April 2013 - 10:49 AM, said:


Now that is an extremely trivial problem to fix.

LRM's now travel 50% faster, AMS deals 50% more damage to LRMs.

Their effectiveness and interaction between them is maintained.


Seeing as they have 1HP and deal 1 damage per hit, this doesn't work.

#15 topgun505

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Posted 15 April 2013 - 11:01 AM

Incorrect. Even if the target is headed straight at you and you aim at the CT the missiles should hit 100% but they should scatter all over the mech. That is the nature of streaks. They are self guided. I believe they DO currently hit locations other than the CT. The problem is most of those aimpoints are at joints by the torso (I.e. shoulder and hip). And due to splash damage (which still exists to a smaller extent) the splash still ends up pegging the CT as a result. They need to move the aimpoints on the limbs further down the limbs so the splash doesn't catch the CT.

View PostJuree Riggd, on 15 April 2013 - 10:32 AM, said:


The problem with increasing flight speed on LRMs is it throws off AMS balance. You increase the flight speed and completely invalidate AMS. Once splash damage is properly reintroduced, LRMs will be back where they're supposed to be. SSRMs on the other hand should be accurate and aiming for the CT everytime. The short range drawback should give you an advantage of greater accuracy. Now, that doesn't mean it needs to be HITTING the CT every time. If you run straight at a mech firing SSRMs at you, it should hit CT every time. If you however twist right before impact, it should hit somewhere else, not circle around and still hit CT.


#16 EvilCow

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Posted 15 April 2013 - 11:06 AM

This is how MWLL does that, initial missiles spread then they converge AND have a limited turn capability. You actually need some skill to hit a fast mech with those.

#17 Amsro

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Posted 15 April 2013 - 11:13 AM

Streaks are VERY broken, currently hit center torso only. On top of that they go through the shooters own mech to hit the target causing a very broken battle mechanic. While the damage nerf helped with the OPness they are still a light mechs nightmare. can't even run/hide/jj away.

Streaks need a trajectory mod as well as an aiming mod.

If streaks went for the location you were aiming at at the time of firing it would be much more skillful.

#18 Zyllos

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Posted 15 April 2013 - 11:21 AM

View PostJuree Riggd, on 15 April 2013 - 10:53 AM, said:


Seeing as they have 1HP and deal 1 damage per hit, this doesn't work.


What deals 1 damage per hit? I can guarantee you that AMS does not deal 1.0 damage per bullet, or else they would be blowing a large amount of missiles out of the sky.

And even if they did, you could still balance it out. All of these numbers are relative, following a very simple, formulaic logic. If the exposure time of something is reduced by 50%, you can increase it's productivity by 50% and retain the same outcome.

Edited by Zyllos, 15 April 2013 - 11:22 AM.






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