

Shooting Down Missiles...
#121
Posted 28 February 2016 - 08:17 PM
#122
Posted 14 March 2016 - 07:38 AM
And because PGI cares about the lore, they'll ignore this gundam-crap and then wait for LAMS in the timeline.
Edited by Zephonarch II, 14 March 2016 - 07:41 AM.
#123
Posted 14 March 2016 - 08:09 AM
Add a Machine Gun and AMS option and you got my vote.
Edited by NoiseCrypt, 14 March 2016 - 08:10 AM.
#124
Posted 14 March 2016 - 09:19 AM
So as long as it is MGs then sure go right ahead but should have a higher chance of missing missiles as it is aimed by the player and not the machine.
#125
Posted 22 March 2016 - 02:39 PM
on another note LASER ANTI- MISSLE SYSTEMS!!!!!!!!!!!
http://www.sarna.net...-Missile_System
Zephonarch II, on 14 March 2016 - 07:38 AM, said:
And because PGI cares about the lore, they'll ignore this gundam-crap and then wait for LAMS in the timeline.
actually Clan wolf has LAMS already
http://www.sarna.net...-Missile_System
still you essentially trade ammo for heat.
Edited by KursedVixen, 22 March 2016 - 02:53 PM.
#126
Posted 22 March 2016 - 07:24 PM
but remember we will most likely see players crying how the LAMS uses too much heat & blah, blah, blah.
or
the LAMS is too powerful as it shoots down more missiles & blah, blah, blah.
I just don't see how pgi can do this with out messing everything up by making the system ether too weak or too powerful, seeing as their track record isn't that good when it comes to balance.
#127
Posted 22 April 2016 - 08:32 PM
Realistically, I think this would be too much for PGI to code in, and it probably won't happen.
#128
Posted 23 April 2016 - 02:10 AM
or while they are busy shooting down missiles the enemy would rush them and lay waste to the player.
Edited by VinJade, 23 April 2016 - 02:11 AM.
#129
Posted 02 November 2016 - 02:38 AM
#130
Posted 04 July 2017 - 11:32 AM

#131
Posted 04 July 2017 - 10:06 PM
xXButcherBlackXx, on 09 September 2013 - 10:59 AM, said:
Please share your thoughts, likes/dislikes, and don't forget to vote

As interesting as that is, how about some counters to other weapons now? LRM's already have a bunch of counters, so branch out and try something else now.
#132
Posted 04 July 2017 - 11:22 PM
focuspark, on 13 November 2013 - 01:32 PM, said:
What do you suppose the diameter of a laser beam is? 1 micron, 2 microns? ...
Hmm, a LASER POINTER is about 1000 microns across.
Give me an ML with a 5 micron cross section and I'll show you how to slice and dice a light mech in 2 shots.
The energy density would reduce everything in its path to plasma pretty much instantly.
In reality that would include the beam collimator in your weapon too.
#133
Posted 24 October 2018 - 08:35 AM
Otherwise Everyone would look up and just blast away making Lrms And or ATMs obsolete. Maybe a new weapon made
just for that. I dont know. Lrms get a bad wrap as it is already. But Too much change can damage the game and the playerbase.
Risky Move
#134
Posted 07 November 2018 - 07:25 PM



#135
Posted 23 December 2018 - 08:11 PM
xXButcherBlackXx, on 09 September 2013 - 10:59 AM, said:
Please share your thoughts, likes/dislikes, and don't forget to vote

Here's a thought.

#136
Posted 05 January 2019 - 06:54 PM
#137
Posted 06 January 2019 - 07:51 PM
Koniving, on 23 December 2018 - 08:11 PM, said:
Here's a thought.
[snip]
I don't get it, this is all table top stuff. Are you saying that the code for AMS' should shoot down "1d6 of missiles per rack?" Or are you saying that players should be able to shoot at missiles (non AMS) for a randomly determined number of missiles destroyed?
I think the latter could work. It'd work around the whole "a whole ton of missile hitboxes" problem that other people pointed out, and actually, this is probably the most practical way to implement this mechanic. It (seems) easy to balance and probably wouldn't a huge investment of dev time. It does remove any element of skill (besides hitting moving clouds), but I think it'd be fine. I mean, I don't think it's very practical for most players to stop fighting and shoot missiles out of the sky one by one, that's what AMS' are for.
#138
Posted 06 January 2019 - 10:08 PM
On my other mechs, I try to employ AMS if I can equip it. Won't be as effective the triple arrangement but if any of my teammates have it and we happen to be close enough to support each other, it does make a difference.
It would be cool if there was a "luck" or random factor to nail some missiles in flight with non-AMS weapons but aiming to hit missiles, I'm not in favor of that.
#139
Posted 07 January 2019 - 10:08 AM
Even if only large lasers could take down missiles and only within 400 meters, only taking down say up to seven missiles per LL, that ought to please everyone.
Gives us something we can do when better options to counter missiles are unavailable.
Gives the opposing team an advantage for our laser heat and cycle time cost not from damaging their mechs.
Concerning coding, the solid line from a large laser at medium range may be the less complicated option.
The longer the laser or lasers are in the "missile bubble" the more missiles pop.
#140
Posted 13 August 2019 - 11:45 AM
There is a laser AMS and a Projectile AMS so why cant the normal laser and projectile weapons be used.
I do see this being far less effective than either of the AMS systems, but it could still be valuable asset.
xXButcherBlackXx, on 09 September 2013 - 10:59 AM, said:
Please share your thoughts, likes/dislikes, and don't forget to vote

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