Unbound Inferno, on 02 July 2013 - 08:50 PM, said:
Your increasing the lock-on time for the missiles to be salvo'd? And require the pilot to remain aimed at the target mech? Do you have any idea what you are asking?
1. You didn't watch the video. It addresses all of these issues you explains why in more depth.
2. This is miles easier to program than the junk we have now - Spread, Aiming, Trajectories, Artemis, tag, narc blah blah bonus's in centimeters.
3 They already have the code for Streaks locking onto a mechs skeletal structure and different "Bones" The work is already done they just have to apply it to LRM's and SRM's
The Cheese, on 02 July 2013 - 09:55 PM, said:
I did watch the part of the video you're referring to (please, for the love of god, get a new mic). The problem with all that is that LRMs don't really have any problem (that your idea would address) at close-ish range, which is where the effects of your idea would be most noticeable. The problem is when the target is very far away, as they have much more opportunity to break lock before the missiles hit. With your idea, it would be even easier still for someone to minimise the damage they take while making it that much harder for an attacker to get a lock.
My problem isn't with the actual mechanic you're describing. It definitely seems to need more attention on the part of the attacker, while giving the victim more chance to affect the outcome. The issue is the balance there. It makes life much easier for the defender while making it slightly harder for the attacker.
This may floor you but in Table Top, Missiles like LRM's RARELY hit with a full Salvo. It was just a rare thing. This requires skill and god forbid actual participation on the user's part to maximize his salvo.
LRM's right now never miss, well unless your a light going mach 10 and the LRM's just can't keep up.
Oh if they happen to hit cover or you lose lock that isn't missing.
The only thing that controls how many missiles hit really just comes down to AMS.
As I said what we can do is pump up the LRM speed. Right now they are at 120, previously they were at 100. With the above changes in the video you would crank them up to 150-180 speed.
And you gain the option to fire them up to 1500 meters. Sure after 1000m you begin to lose missile lock on your missiles until they reach max range or hit something and detonate.
This all improves the quality of the game, keeps the spirit of the game and flushes out a lot of the hate and anger of some of the cheap like tactics. Getting plowed by a QUAD LRM15 missile boat? Grats you cored in 1 hit and dead in 2 - GG now **** sorta play style.
Give us some skill.
At least this way you get hammered by Quad LRM15's and you were doing your damnest to dance and be evasive at least you know that player was skilled enough to keep the targeting cursor on you the whole time and get that many missiles to strike.
Otto Cannon, on 02 July 2013 - 10:17 PM, said:
You say missiles 'need' a new overcomplicated lock system without actually stating what you think is 'broken' about them. I think the absolute last thing the game needs right now is PGI trying to change LRMs yet again after they finally got them working in a reasonable way.
Lots of reasons, too many to list but I'll name a few of the top ones.
1. Balance - We can balance these weapons with out having to balance them for full savlo's, we can up the speed and the damage but in reality how hard that weapon hits is based upon the target's unput and the user's unput - Just like almost every other weapon out there. You have to keep your shots on target to deal the damage.
This also balances out the missile boats - Multiple missiles launchers or (Boats) would require a lot more effort on their part to maintain and keep their damage output. This doesn't mean it's impossible, in fact you get a solid pilot behind a Missile boat that can track of his targets and he will be a lot more damage than missile boats do now. It just won't all be to the CT of a mech.
2. Role Warfare - Hello lights, you help out anyone with LRM's to Scout, Recon, and Spot for anyone with indirect weapons or direct fire LRM's. Now there is a reason for you instead of the silly C3 computer nonsense we have now.
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You say reasonable, I say rubbish.
Doesn't matter how skilled I am as a pilot Once I have lock and pull trigger it does the same amount of damage as any new player that manages to obtain lock and pull the trigger.
It's a skill-less weapon, just like streaks.
Now you might argue that there is a tiny amount of skill involved in evading the LRM's people that keep to cover and use it to their advantage. I chalk it up to more of a guy just throw'n lrm's up the air and then seeing what sticks than any actual skill.
Lets put the skill back into it.