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Ams, Lrm & Missile Warning System: How To Fix Them All In One Shot.


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#1 Skyfaller

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Posted 30 April 2013 - 06:10 AM

I've been making suggestions on the LRM , AMS and requesting the missile warning system to be removed as part of the fix for the LRM problem for some time now.

Today I saw two players make excellent suggestions that would make it all work without a drastic universal change.

My conclusion on the LRM issue is that the damage output is fine as it is (splash could be increased a little bit). The problem with LRMs now comes from the fact that the missile warning message is reducing the impact ratio of the LRM to near zero as it literally gives up to 10 seconds warning of incoming... and when you fire your LRMs 1km away, when behind a hill (using spotter for lock) the target instantly gets the warning the moment the LRM player clicks the fire button. That is very wrong. another big issue is that when firing LRMs at one mech traveling with others, it is only the targetted mech that has to run for cover (is suppressed) since the other mechs would see a missile swarm and not see missile warning..so they dont go for cover. The suppression aspect of the LRM is lost.

Next is the overall damage output of the LRM weapon system as compared to its tonnage. Simply put, with the damage reduction the LRM ammo per ton is the issue. You cannot carry enough ammo to provide effective support firepower. You can barely carry enough to kill one or 2 mechs with. Simple solution is to double the ammo per ton. Not increase the damage but simply give us more ammo to shoot with.

The issue with the AMS not being used is that it costs too much tonnage for too little benefit. Even 2 AMS mechs cant do more than intercept the equivalent of a single LRM10 volley. I've suggested the AMS range be extended to 200m and have it shoot down 5 missiles every 40m so one AMS could counter one LRM20 launcher equivalent. The range extension is available only through AMS module upgrades.. AMS 1 of 2 ups the range to 140m and AMS 2 of 2 ups it to 200


And then these players made the following suggestions:

AMS:

View PostKitane, on 30 April 2013 - 02:58 AM, said:

The (missile) warning could be a function provided by AMS.

No AMS? No warning.
AMS? A warning when missiles enter 350-400m range to give 1-2s before AMS starts engaging incoming missiles.


Brilliant!

View PostFarpenoodle, on 30 April 2013 - 02:21 AM, said:

I'm not particularly for or against the missile warning going away. I kinda like just throwing away a volley to get a high DPS target to hunker down. But at the same time it would make it a lot easier to hit my targets. Perhaps a module for the shooter that would hide the warning for his targets?


Yes. Just YES. The use of modules to fix the issues is excellent.

If the devs combine all these suggestions into one package:


1- Double LRM Ammo per Ton through an 'ammo magazine' module (upgrade 1: 50% ammo increase per ton, upgrade 2: double ammo per ton).

2- Add Warning System to be enabled only if mech has AMS system installed.

3- AMS upgrade module to extend AMS firing range per upgrade.

4- Add a module that disables missile warning from AMS systems until the missiles are in range of the AMS.


.... this would fix the LRM damage problem and it makes the AMS functional and worth having. On top of that it does it so that, this can all be done via module upgrades so there is no need to mess with the core game mechanics.

#2 Sh4nk0h0l1c

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Posted 01 May 2013 - 01:09 AM

View PostSkyfaller, on 30 April 2013 - 06:10 AM, said:

I've been making suggestions on the LRM , AMS and requesting the missile warning system to be removed as part of the fix for the LRM problem for some time now.

Today I saw two players make excellent suggestions that would make it all work without a drastic universal change.

My conclusion on the LRM issue is that the damage output is fine as it is (splash could be increased a little bit). The problem with LRMs now comes from the fact that the missile warning message is reducing the impact ratio of the LRM to near zero as it literally gives up to 10 seconds warning of incoming... and when you fire your LRMs 1km away, when behind a hill (using spotter for lock) the target instantly gets the warning the moment the LRM player clicks the fire button. That is very wrong. another big issue is that when firing LRMs at one mech traveling with others, it is only the targetted mech that has to run for cover (is suppressed) since the other mechs would see a missile swarm and not see missile warning..so they dont go for cover. The suppression aspect of the LRM is lost.

Next is the overall damage output of the LRM weapon system as compared to its tonnage. Simply put, with the damage reduction the LRM ammo per ton is the issue. You cannot carry enough ammo to provide effective support firepower. You can barely carry enough to kill one or 2 mechs with. Simple solution is to double the ammo per ton. Not increase the damage but simply give us more ammo to shoot with.

The issue with the AMS not being used is that it costs too much tonnage for too little benefit. Even 2 AMS mechs cant do more than intercept the equivalent of a single LRM10 volley. I've suggested the AMS range be extended to 200m and have it shoot down 5 missiles every 40m so one AMS could counter one LRM20 launcher equivalent. The range extension is available only through AMS module upgrades.. AMS 1 of 2 ups the range to 140m and AMS 2 of 2 ups it to 200


And then these players made the following suggestions:

AMS:



Brilliant!



Yes. Just YES. The use of modules to fix the issues is excellent.

If the devs combine all these suggestions into one package:


1- Double LRM Ammo per Ton through an 'ammo magazine' module (upgrade 1: 50% ammo increase per ton, upgrade 2: double ammo per ton).

2- Add Warning System to be enabled only if mech has AMS system installed.

3- AMS upgrade module to extend AMS firing range per upgrade.

4- Add a module that disables missile warning from AMS systems until the missiles are in range of the AMS.


.... this would fix the LRM damage problem and it makes the AMS functional and worth having. On top of that it does it so that, this can all be done via module upgrades so there is no need to mess with the core game mechanics.



I support your ideas entirely, except the one buffing AMS to neutralize an entire LRM 20...

I say leave AMS effectivity as it is but implement modules to increase AMS range a little.

The NO AMS -> NO MISSILE WARNING thing is also billiant -> 100% Support on that!


On the mattter of increasing LRM ammo:

Module 1 +25%
Module 2 +50%

This should be sufficient.... but tweakable =)


Everything else i didn't mention is fine in my eyes! Keep the good ideas going guys !!! *thumbsup*

Edited by Sh4nk0h0l1c, 01 May 2013 - 01:11 AM.


#3 Bileface

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Posted 01 May 2013 - 04:28 PM

Was just about to post a similar idea to me the problem with LRM'S has always been the excessive warning given to the enemy, i tend to only use them on mechs with artemis and tag and basically as a direct fire weapon between 400-200 metres. Even without other changes even a flat reducion of the warning to say 250m to 300m would help , perhaps increased by have improved sensor module.

#4 General Taskeen

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Posted 01 May 2013 - 04:52 PM

Actually, I'll let you in one what Active/Passive radar does in MW:LL that is a lot simpler.

In Active = Alway get a missile warning
In Passive (going radar stealth) = No Missile Warning

Edited by General Taskeen, 01 May 2013 - 04:52 PM.


#5 Hellcat420

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Posted 01 May 2013 - 05:10 PM

View PostGeneral Taskeen, on 01 May 2013 - 04:52 PM, said:

Actually, I'll let you in one what Active/Passive radar does in MW:LL that is a lot simpler.

In Active = Alway get a missile warning
In Passive (going radar stealth) = No Missile Warning

it would be very nice to have active and passive mode for sensors again.

#6 Sh4nk0h0l1c

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Posted 03 May 2013 - 10:27 PM

Bumb! =)





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