Aim64C, on 03 July 2013 - 07:20 PM, said:
Lol, who wants complicated mechanics now?
Actually I would be fine if LRM's Range extended depending on how high your elevation is, now not just LRM's but all missile weapons.
That....makes for some exceptionally nice play and counter-play with having players maneuvering for advantageous spots.
The idea on the 1000m effective range and the 1500m maximum range is based simply on giving all missiles a maximum range = effective range + (50% of effective range) - or 150% maximum range.
For instance all energy weapons have a maximum range equal to double their effective and ballistics have a maximum equal to tripple their effective. The idea was to give missiles 150% to keep the trend.
Missiles: 150%
Energy: 200%
Ballistics: 300%
With the exception of
Regular Lasers, Pulse lasers, SRM's, streaks, flamer, MG and the AC20 all other weapons in the game out range the LRM.
Now when you exceed your effective range with these weapons what normally happens? The damage drops off in a liniar fashion.
So what would happen with missiles once they exceeded their effective range? Easy, The missile icons begin to unfill as missiles begin to lose lock.
In practical terms I chalked this up to the rigors of combat specifically Electronics and jamming and other forms of EW. The missiles would work much like a guided missile. As in the missile itself is directed via the actual mech rather than any on board missile guidance.
Once a missile exceeded a certain range the missile's guidance would no longer be able to power through the interference and the missile would lose "Lock" as telemetry information was lost. itself would no longer able to
Technically in Battletech terms SRM's were capable of hitting targets across the world provided they had fuel, or kinetic energy as you might call it, they simply didn't have strong enough guidance computers that could reliably maintain signal strength passed the 270m
If you are really into the technical mumbo jumbo.
so
LRM's: 1000m effective - 1500m maximum
SRM's 270 effective - 405 maximum
Missiles pass effective range they begin to lose lock, now depending on Artemis, Tag, NARC, or streaks is how fast or how slow they lose lock normally and how slow / fast they lose lock passed their effective range.
Streaks
The way i set up streaks was that they achieved lock a bit faster, had longer missile decay times, had better "Missile Agility" as well as they could not be fired unless the launcher achieved a full lock with all missiles for that launcher.
So a person could hold down the trigger with out a 'Premature Launch' or launching before all missiles have achieved lock.
For instance you are chasing down a target and right as you fire your target jinks to the left causing your targeting cursor to come off target for a moment causing missile icons to unfill and lose lock. Now a regular SRM launcher would launch the whole wave, the missiles that did achieve lock would track and the rest would dumb fire straight where they are aimed.
But streaks wouldn't fire until all missile icons are filled in so after you reacquire your target you could just hold down the fire button and the streaks fire once a full lock is achieved.
Now that doesn't guarantee all missiles will hit, you still have to keep your targeting cursor on target for the duration of the missile flight and wavering could cost you missiles - Not as much as regular SRM's as your guidance system is a bit better and the missiles don't lose lock as easily.
I hope this clears things up.