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[Suggestion] Mech Mortars


57 replies to this topic

Poll: Add Mech Mortars? (203 member(s) have cast votes)

Do you support the OP's suggestion?

  1. Yes (168 votes [82.76%])

    Percentage of vote: 82.76%

  2. No (32 votes [15.76%])

    Percentage of vote: 15.76%

  3. Abstain (3 votes [1.48%])

    Percentage of vote: 1.48%

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#41 FupDup

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Posted 07 June 2013 - 06:10 PM

View PostZharot, on 07 June 2013 - 05:57 PM, said:

Those weapons are ancient at this point, and do -5 damage to anything with modern battlemech armor. Implementing them would be like implementing black powder cannon or crossbows.

The rule is -3, not -5. Regardless, that still makes them garbage.

Edited by FupDup, 07 June 2013 - 06:10 PM.


#42 Strum Wealh

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Posted 07 June 2013 - 06:43 PM

View PostZharot, on 07 June 2013 - 05:57 PM, said:

Those weapons are ancient at this point, and do -5 damage to anything with modern battlemech armor. Implementing them would be like implementing black powder cannon or crossbows.

View PostFupDup, on 07 June 2013 - 06:10 PM, said:

The rule is -3, not -5. Regardless, that still makes them garbage.

FupDup is correct - it's -3, not -5.

And the Rifles are supposed to be "inferior to" the ACs, in much the same way as the Mech Mortars are supposed to be "inferior to" the LRMs.
However, with the damage adjustment I had outlined, the Rifles become usable against 'Mechs at significant ranges, while also being lightweight and not terribly bulky.
On the other hand, they have relatively low damage for their tonnage (though, better than the ACs), and would/should have terrible DPS and low ammo counts versus the equivalent AC.

#43 Kaio-Kerensky x10

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Posted 07 June 2013 - 11:02 PM

View PostStrum Wealh, on 07 June 2013 - 06:43 PM, said:

And the Rifles are supposed to be "inferior to" the ACs, in much the same way as the Mech Mortars are supposed to be "inferior to" the LRMs.
However, with the damage adjustment I had outlined, the Rifles become usable against 'Mechs at significant ranges, while also being lightweight and not terribly bulky.
On the other hand, they have relatively low damage for their tonnage (though, better than the ACs), and would/should have terrible DPS and low ammo counts versus the equivalent AC.


Hey, if we made entirely new ballistic weapons and gave them the name of these obscure weapons that were made to shut up spergy argmuments on the BT official forums and aren't actually a thing, this will help MWO because

#44 Magna Canus

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Posted 18 June 2013 - 04:03 AM

I think it would be a nice counter vs. a typical "stealth group" all hiding under an ECM umbrella. It would be nice to lob in some damage to break up the "mexican stand-off" and get the game going instead of leaving it locked in a WW1 trench war. It would be like Air strike and Arty without the high cost.

#45 xhrit

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Posted 23 January 2014 - 02:56 PM

View PostSyllogy, on 16 April 2013 - 07:18 AM, said:

Available in the Inner Sphere since 2531, Mech Mortars are a lower-tech alternative to LRM's.


View PostNathan Foxbane, on 18 April 2013 - 02:12 PM, said:

None fitting within the current timeline that I can find. Does not seem that many 'Mechs carried them stock in a standard variant or configuration, period.



Because they are retconned garbage first introduced in 2008.

I voted no.

I sware to Blake I am going to uninstall this game they day they release any TRO 3070 tech.

#46 Tewaz

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Posted 23 January 2014 - 03:19 PM

I would love to see these in game, made a few posts but felt this one should be necro'd. Has a lot more on the debate going on, also the Mech Mortar should be a Ballistics hard point even if it doesn't agree with canon.

#47 NextGame

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Posted 24 January 2014 - 03:11 AM

This would be an interesting addition to the equipment lineup and add some variation to current gameplay mechanics, I like that it fits into missile slots

Edited by NextGame, 24 January 2014 - 03:12 AM.


#48 Cybertek

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Posted 24 January 2014 - 10:50 AM

I definately like this tactic and weapon system, even could add some modules to increase accuracy.

#49 Blitzkriegg

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Posted 26 February 2014 - 08:38 AM

Happened upon this post just as a friend and I were talking about it. Definately a great idea.

#50 Spleenslitta

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Posted 29 March 2014 - 04:01 AM

I wish we could have the Light and Heavy Rifles described in Sarna. But they would need to have the amount of ammunition per tonn adjusted of course.
It would make ballistic weapons more available to light mechs.

#51 Nothing Whatsoever

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Posted 27 August 2014 - 07:07 PM

Certainly interesting to consider:

Posted Image

And Rifles could be added too:
Spoiler


#52 Anyone00

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Posted 27 August 2014 - 07:54 PM

Mech Mortars for doing damage: no.
Mech Mortars to pop multi-spectrum blocking smoke: yes.
Unfortunately smoke can be turned off in game because it's a resource hog so technical issues are holding back tactically used smoke.

#53 Andi Nagasia

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Posted 30 August 2014 - 01:52 PM

Love this idea, i feel it can add more depth and bring in more stratagy to pillots,
also due to them not full existing in canon, they can be implemented i think easier,

on account of them technically being missile weapons but not canon PGI/IGP have some wiggle room,

in this case i would agree they should be implemented as Ballistics, as MRM will be coming eventually,
also as ballistics filling the 2Ton to 5Ton Weight gap, between the Machine gun and Auto-cannons,

giving them the weight and screen-shake as Srm's and a minimum range of 180 with a max of 800,
MM1-2Ton-1Crit-2Dam, MM2-5Ton-2Crit-4Dam, MM4-7Ton-3Crit-8Dam, MM8-10Ton-4Crit-16Dam,

on account of them being considered OP, having no warning, a simple smoke trail from their launch location,
also since they miss if you move will get players to pay more attention to their location and surroundings,
as well as taking into account they always fire on an arc 180-800m they could they could not hit 0-180,
but could be blind fired to create cover fire walls to hold down enemy locations

now for all those that say it would be too hard to program or model, in the current system,
all they would have to do is use the base SRM weapon models as well as LRM code for the projectiles,
editing them slightly, size shape of the SRM launchers, and some modification on the LRM code,

i say so because i'm also a Programer and Modeler,

Edit- New Values

Edited by Andi Nagasia, 30 August 2014 - 02:05 PM.


#54 Hoffenstein

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Posted 30 August 2014 - 05:55 PM

They could add Mech Mortars, Rifles, Rocket Launchers and other low-tech solutions as a "Periphery Pirate" Upgrade pack. Heck, I'd toss down 100 MC or a couple million C-Bills for a warchest that has a slew of these weapons in it.

#55 Nickredace

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Posted 31 August 2014 - 01:31 PM

Great Idea, Mech mortars would sure all more use to ballistics, but if they were to be added I would like for them to be fired from a battle grid system, If your in range you select an area on the map, your Mech turns into position and fires. as well as the regular indirect fire that everyone else wants. I just thought the battle grid system would add a bit of flair and tactics to the weapon, allowing you to fire from cover at enemies behind cover.

#56 Hamm3r

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Posted 31 August 2014 - 01:37 PM

I love it, would add a new dynamic to the game. Drop a bunch of mortars on the spot that streams of LRMs are coming from. I can see the LRM boaters getting pissed though!

#57 Lolo van Trollinger

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Posted 14 January 2016 - 09:21 AM

no, because they are Level 3 tech.

otherwise i want my ghost camo system, triple strength myoma and a claw and mace. you will see why.

Edited by Lolo van Trollinger, 14 January 2016 - 09:22 AM.


#58 Mannson

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Posted 15 January 2016 - 06:49 AM

..Not sure if timeline permits.. but how about that sweet mech-sized Long Tom?





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