I'm very stoked for this new implementation. And I was sitting and thinking to myself, "What will be the first alternate ammunition type that they will introduce?"
I thought that they might try and add the explosive projectile that NARC has. Or maybe smoke rounds for ACs.
But then I thought of the perfect first alternate ammo type to introduce.
Inferno missiles. Inferno missiles are missiles that have their high explosive warhead replaced with a fluid based conflagrative. It's basically a napalm missile.
The idea is that Inferno missiles have a higher crit chance and have the ability to transfer heat to the target, similar to flamers. In TT they can also ignite certain terrain types.
I was wondering to myself as to how they would implement this new missile. I thought that we would borrow some rules and principles from canon and TT.
The inferno missile would have the same maximum range of 270m as regular HE rounds. They'd probably also come in 100/tonne packages.
Inferno missiles do half the damage as HE rounds so assuming SRMs get buffed to 2 damage per missile, infernos would do 1 damage. Now it varies between the different TT rules and sources on how much heat infernos deliver, so I think a good number would be between 0.5 and 1 heat per missile. for this example, I will use 0.5 heat per missile.
Now, there are a few side-effects to using Infernos that i think will inadvertently keep them balanced.
firstly, Inferno missiles are often knocked off balance by the fluid that they carry, causing them to be less accurate. So I think this will mean they will have a spread of 8m instead of what we have now, which is a 6m spread. if you guys remember from way back, 8m was the original spread on SRMs, making it notably harder to hit anything farther than 100m. Another Nerf that would discourage overuse of Infernos is the instability of the package. Infernos would probably have less hitpoints than regular SRMs, making an ammo explosion that much more likely. A nice counter that Infernos have to this is the fact that they have a chance to melt heatsinks on unarmored foes and can often ignite ammunition more fluently than regular HE rounds, Though, this may not be implemented. Note that there would be no change to the amount of heat it costs to fire these missiles or how fast the projectiles travel, as they have the same firing mechanisms as regular SRMs
now even with all these safeguards and preventative methods that I have listed, I had this horrible vision of a mech crammed with flamers and inferno capable SRMs assaulting another mech, raising their heat to 90% with flamers, and then pumping them full of SRMs to send them over the edge and keep them in a stun-lock position for the rest of the game, or their life. I propose a possible method of preventing or at least mitigating this event.
Firstly, a 90% or 95% heat cap on Infernos will be quite effective at preventing this. But to prevent infernos from becoming useless, have them deal extra damage to high heat targets. after say, 75% heat, have infernos do X amount of extra damage. This effectively makes them worth carrying.
Or a simple thing that would make infernos (and inadvertently flamers) more useful is to just have no heat cap and find another way of preventing stun-locking. there have been quite a few already recommended over the months. besides, permanent stun-locking is actually quite a challenge to achieve.
Thanks for reading guys. Let me here what you think. Give me a suggestions and if they are good, I'll happily implement them.
also, note that Infernos would probably have kick *** visuals.
Edited by PenitentTangent, 15 July 2013 - 08:30 AM.