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My Proposal For New Weapons


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Poll: New weapons (27 member(s) have cast votes)

Should we add one or more of the suggested weapon to MWO?

  1. Yes (19 votes [70.37%])

    Percentage of vote: 70.37%

  2. No (8 votes [29.63%])

    Percentage of vote: 29.63%

Which weapon would you like to see added first?

  1. Mech Mortars (7 votes [25.93%])

    Percentage of vote: 25.93%

  2. Binary Laser (4 votes [14.81%])

    Percentage of vote: 14.81%

  3. Arrow IV (8 votes [29.63%])

    Percentage of vote: 29.63%

  4. Silver Bullet Gauss rifle (For the lulz) (1 votes [3.70%])

    Percentage of vote: 3.70%

  5. Voted 'No' previously (7 votes [25.93%])

    Percentage of vote: 25.93%

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#1 PenitentTangent

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Posted 10 December 2013 - 07:30 PM

So, I’ve been thinking about this for a while. I want a few more weapons in MWO. After more than a year of open beta and clans are not showing for at least the next 4 months, There needs to be something that changes the pace. Something gameplay wise. New game modes are just around the corner and we’ve got stationary turrets on the way, too. But new weapons are something that we as players can interact with and experiment. Anything to increase the options available would be awesome as well.

I’ve looked and looked through my technical loadouts and Sarna for some weapons that would be appropriate for the time-period and game play of MWO. I’ve found quite a few potential weapons to which I’ve narrowed it down to only a handful for the sake of simplification. Here they are.

Most of these weapons have both been talked about and slated aside for various technical difficulties, but I think they would be possible to implement. I have chosen 3 main weapons and a few runner ups.

Arrow IV (Missile HP)

http://www.sarna.net/wiki/Arrow_IV
http://www.sarna.net/wiki/Arrow_IV_Homing_Missile

Recovered: 3044

The Arrow IV system works quite differently from the standard long range missile types. It acts much like a mobile cruise missile. Fires one missile that flies to a designated target, either with TAG or NARC. The missile is not very accurate, but causes major splash damage. A direct hit is even more devastating. This weapon is kept in check by its high tonnage, low ammo per tonne ratio and HIGH crit-slots.

I think the devs were originally going to implement this weapon system, but didn’t for a few reasons. The weapons ridiculous range is quite frankly, ridiculous. This would obviously have to be toned down a lot for MWOs gameplay. The big roadblock to implementing the Arrow IV is its crit-slots. it takes up 15 crit spaces. This means no matter where you put it, the weapon would have to bleed over into at least one other section. The devs have sworn that there will be no crit cross-sharing beyond necessary and easy to implement items such as XL engines. This is also why we do not have the uber sexy King Crab; Its AC/20s bleed into the side torsos.

I say that crit sharing is a necessary thing for an item such as Arrow IV. Nerf it so it can only be put in Lower arm actuator-less mechs or something like that. Regardless, it can be done. XLs prove that it can.

(FYI, Arrow IV was not my first choice. If anything, I would want MRMs or Thunderbolt, but its 8 years for the former and more than two decades for the latter to be invented. ELRMs are on the table, but its still 3 ½ more years before they show up.)

Binary Laser Cannon (Laser HP)

http://www.sarna.net/wiki/Binary_Laser_Cannon

Prototyped in 2812 by House Marik (woohoo, we did something for once!). Small on-demand batches were produced into the 3060s.

This snazzy weapon is basically two Large lasers duct-taped together. No, really. The binary laser was two LL cores combined into one. The hope was that two cores would provide more output for less tonnage. The concept was good, but the result was not. with 50% more damage than a regular Large Laser, 100% more heat, The binary laser fell flat. And the original goal of the Binary laser failed somewhat as well. combining the two weapons only managed to shave off one tonne.

Regardless, people in TT grew to like the weapon. If you could cope with the heat, the “Blazer” was actually a decent weapon. Its high damage concentration for laser weapons without being dragged down by ammunition made this weapon attractive to some Assault mechs with limitless supplies of DHS.

Theres not much reason to prevent the Blazer from being implemented in MWO. It will take some balancing and that is all.

If implemented in MWO, the Blazer would probably be given a Nice Violet color. and the damage would be bumped up just a bit to keep in line with the modified LL. A deep and throaty firing sound would be awesome, too!

Mech Mortars (Ballistics HP)
http://www.sarna.net/wiki/Mech_Mortar

Developed: pre-2500. kept in low stock for centuries until the rediscovery of AMS caused a growth in popularity.

Mech Mortars are just that; Mortars put on mechs. These babies have very little tech on them. There are certain ammunition types that offer semi guided packages, but its mostly just a chemical propelled grenade being lobbed at enemies.

The mech mortar has the same range as LRMs, double the damage. 50% less ammo per tonne, is incompatible with Artemis, is really inaccurate, and is immune to AMS and GECM. Depending on the angle of attack, they would probably have a higher arc, allowing better indirect fire behind cover.
Their tube numbers are 1, 2, 4, and 8.

As a bonus perk, Mortars would bridge the major weight gap between the half tonne MG and the 6 tonne AC/2.

Implementing Mortars would definitely be the most difficult of all the listed items, but its possible. I think it would require a bit of a work around for unguided shells. The way I imagine it is a range gauge next to fire groups. You can increase or decrease the range on it with a pair of up and down keys. point your mech in the direction you want to fire and let ‘em fly. There would also be th option to fire them on your center of convergeance much like LRMs. There was another suggestion made by someone else on the forums that recommended that only non-JJ capable mechs could weild Mech Mortars. This would be a nice edge, although I don’t think its that good of an idea as it would greatly limit the mechs that apply. Another person suggested that mortars cannot be mounted in arms with Lower arm actuators. And another suggestion was to not allow them on arms whatsoever.

Mortars have a potential future already though; it is rumoured that the devs have been concepting some ideas on how to add them already. Regardless, we should.

Ballistics Runner up: Silver Bullet Gauss (Ballistics HP)

http://www.sarna.net/wiki/Silver_Bullet_Gauss_Rifle

R&D: 3050
Developed: 3051

The silver bullet Gauss rifle is essentially a hybridization of the Standard Gauss rifle and the LB 10-X AC. It fires 15 pellets that do one damage each. The SB gauss doesn’t have the penetrating power of the standard Gauss, but makes up for it by higher Crit ratings and significantly increased range. These are the only things that change however. The crit consumption, tonnage, weapon detonation (still 20 dmg), inert ammunition are all carried over. The SBG was relatively unpopular when it was first introduced. The extra range was praised, especially for anti-infantry roles. But, after only about a year of production, the weapon was almost completely canceled. Only replacement models were sporadically produced. It wasn’t until the late 3060s did demand for the SBG increase. Between 3075 and 3081, there was a boom in popularity. By 3078, it was being heavily manufactured by the Draconis Combine.

If the Silver Bullet Gauss were to be added to MWO, It wouldn’t be very useful because of the current Meta; High, concentrated damage. It would be a fun weapon to have, but its usefulness would be set around the LB 10-X. The LB has less pellets per shot and shorter range, but the SBGs sheer size and weight prohibit it from being used frequently. This is why I think mech mortars are a much larger priority.

I know that Implementing these weapons would subtract from the man-hours as the devs powerhouse UI 2.0 and other upcoming features. But, I think if they have the time to develope a new mech every month to sate our apetites, they would have the time to add these weapons. Mech mortars and to a lesser extent, Arrow IV are fairly crucial for mechs. Hit detection is atrocious because of the massive volume of missiles being fired. The massive difference between autocannons and MGs limits the options for light ballistics mechs.

Thanks for reading guys. English isn’t my native language, so I might not be as clear as I could be. I've put several days of thought into this, so I hope you like it.

Edited by PenitentTangent, 10 December 2013 - 07:40 PM.


#2 Durant Carlyle

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Posted 10 December 2013 - 08:02 PM

Mech Mortars should be unguided Missile weapons, not ballistics.

I don't want any of those weapons.

Maybe some of the lighter Gauss weapons or heavy machine guns or machine gun arrays so people who want something between machine guns and ACs can stop their crying. But what you listed just doesn't seem like they would have mass appeal.

#3 Levi Porphyrogenitus

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Posted 10 December 2013 - 08:02 PM

The Blazer would probably look something like this: 9 tons, 4 crits, 14 heat, 14 damage, 450/900 range. It might be able to find a place on some builds, especially those that are hardpoint starved.

For mech mortars the obvious solution for targeting is to have them always be indirect and in-line with the appropriate crosshair for direction. Distance would be determined by the elevation of the crosshair. To fire close, aim down. To fire far, aim up. There'd need to be a distance indicator next to the reticule or weapon group indicator on the HUD. Given how hard it'd likely be to hit with the things, especially against moving targets, I think that the only way to avoid lock-ons would be to give the things something of a splash radius. There'd also be the question of how to handle the weapon rating. Do you add tubes and make it fire a volley in a spread? Do you have it fire a burst (1 shot per rating, in sequence)?

You could give them a direct-fire option, making them more into mini-howitzers rather than proper mortars when fired with LoS to the target. Presumably they already have the ability to distinguish between LoS and Indirect shots since Artemis only applies to the former, and if that's the case they could well add a direct-fire mode to the mortars.

Alternatively give them lock-on ability, which would make them vulnerable to ECM, and give them only slight guidance capability. I dislike this option.

#4 PenitentTangent

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Posted 10 December 2013 - 08:34 PM

View PostDurant Carlyle, on 10 December 2013 - 08:02 PM, said:

Mech Mortars should be unguided Missile weapons, not ballistics.

I don't want any of those weapons.

Maybe some of the lighter Gauss weapons or heavy machine guns or machine gun arrays so people who want something between machine guns and ACs can stop their crying. But what you listed just doesn't seem like they would have mass appeal.


these all appear later in the timeline. All of my options with the exception of the SBG are in use before 3050.

believe me, I want MRMs just as much as the next guy, but we kind of have to adhere to the timeline.

Edited by PenitentTangent, 10 December 2013 - 08:37 PM.


#5 PenitentTangent

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Posted 10 December 2013 - 08:47 PM

View PostLevi Porphyrogenitus, on 10 December 2013 - 08:02 PM, said:


For mech mortars the obvious solution for targeting is to have them always be indirect and in-line with the appropriate crosshair for direction. Distance would be determined by the elevation of the crosshair. To fire close, aim down. To fire far, aim up. There'd need to be a distance indicator next to the reticule or weapon group indicator on the HUD. Given how hard it'd likely be to hit with the things, especially against moving targets, I think that the only way to avoid lock-ons would be to give the things something of a splash radius. There'd also be the question of how to handle the weapon rating. Do you add tubes and make it fire a volley in a spread? Do you have it fire a burst (1 shot per rating, in sequence)?

You could give them a direct-fire option, making them more into mini-howitzers rather than proper mortars when fired with LoS to the target. Presumably they already have the ability to distinguish between LoS and Indirect shots since Artemis only applies to the former, and if that's the case they could well add a direct-fire mode to the mortars.

Alternatively give them lock-on ability, which would make them vulnerable to ECM, and give them only slight guidance capability. I dislike this option.


The issue with this is it would limit the use of Mech mortars because the possible range of the mortars would be dependant on how high each mech can look. This is a fairly low pitch degree for some of them. Have them as splash damage weapons is not a very good idea either. If you remember when SRMs had splash damage, one SRM/6 had the power of the sun.

I'm a bit confused by what you mean when you say volley or burst. do you mean volleys is one spray while burst is a quick chain of shells. I think it will be tube based like LRMs.

we could also use semi-guided shells as well.

#6 Crazy Horse 3059

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Posted 11 December 2013 - 05:30 AM

Being a mortarman myself, i would love to see them. They are not guided and depending on your charge settings the ToF would vary. You also have to take into consideration the fuse settings, (impact, air burst, delayed) so that would affect how they implement ammo. Not only that but you have multiple types of rounds, Illumination, White phosphorus, smoke and HE.

The way I see them implementing this (if they do) is make it HE with an impact fuse. Range wise you have a min range (time for the fuse to arm) and max (highest propelant charge.) The hardest thing for them is that mortars by design are in indirect fire weapon, and you do not need to have LOS in order to fire, but they will have to set it up as a LOS weapon sort of how artillery works now.

#7 Myke Pantera

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Posted 11 December 2013 - 05:31 AM

Would love to see melee weapons included along with the Hatchetman and Axman. Equipped with a good engine this could be fun and something different.

Would mean a lot of work for the animation team though, but hey... life isn't meant to be easy

#8 Crazy Horse 3059

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Posted 11 December 2013 - 05:43 AM

I think the hardest part of the hatchetman/axeman would be how to control the arm.

#9 Myke Pantera

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Posted 11 December 2013 - 06:02 AM

View PostCrazy Horse 3059, on 11 December 2013 - 05:43 AM, said:

I think the hardest part of the hatchetman/axeman would be how to control the arm.


The cheapest solution would probably be to either keep the arm up all the time and slash down when the weapon is triggered, then during cooldown move it up again.

Alternatively use a Gauss-like charge time to raise the arm, slash at release and move back to normal during cooldown.

Given how well the collision with other mechs work from time to time this might also need some refinement.

Further you will get a lot of visual bugs caused by overlapping geometries of the melee-weapon and the enemy torso.

Finally there's the balancing issue.

#10 Crazy Horse 3059

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Posted 11 December 2013 - 06:06 AM

I would have to agree with the up/down movement and the geometry collisions. But running around with your arm up in the air holding a hatchet would make you a glaring target. It would be funny to watch but you couldnt hide to save your life haha

#11 HammerSwarm

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Posted 11 December 2013 - 07:50 AM

I voted for the mech mortar because why not?

I have already devised a mechanic for this thing that would make is less over powered and more of a specialist weapon.

in TT it has a minimum range of 6, if you compare this to the small laser which has a maximum range of 3 you can gues that the minimum range for MWO would be 240 similar to a LRM.

So you would click and a number would pop up next to your reticle starting at 240 and increasing at a pace of about 152 meters per second out to max range of 1000 or so. Firing at max range would take approximately 5 seconds to aim and fire at a spot. that way if you had say, marked a hill top with your range finder at 580 yards and you knew your enemy was behind that ridge thanks to a spotter you could fire a high arcing round down onto him.

This time would be the time it takes to tilt the mortar into position and fire it. I think this would be a popular weapon for the assault classes and would add to the indirect firing capabilities within MWO.

The downsides, you're basically a sitting duck while you are aiming the mech mortar. then it would have a reload time on top of whatever the aiming time was.

#12 HammerSwarm

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Posted 11 December 2013 - 07:53 AM

View PostMyke Pantera, on 11 December 2013 - 06:02 AM, said:

Further you will get a lot of visual bugs caused by overlapping geometries of the melee-weapon and the enemy torso.


You just cover those up with explosions and smoke at the site of the overlap. No need to even worry about it unless the arm is cleaved off and you can use the existing animation and more smoke/explosions for that.

#13 PenitentTangent

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Posted 11 December 2013 - 02:21 PM

View PostHammerSwarm, on 11 December 2013 - 07:50 AM, said:

I voted for the mech mortar because why not?

I have already devised a mechanic for this thing that would make is less over powered and more of a specialist weapon.

in TT it has a minimum range of 6, if you compare this to the small laser which has a maximum range of 3 you can gues that the minimum range for MWO would be 240 similar to a LRM.

So you would click and a number would pop up next to your reticle starting at 240 and increasing at a pace of about 152 meters per second out to max range of 1000 or so. Firing at max range would take approximately 5 seconds to aim and fire at a spot. that way if you had say, marked a hill top with your range finder at 580 yards and you knew your enemy was behind that ridge thanks to a spotter you could fire a high arcing round down onto him.

This time would be the time it takes to tilt the mortar into position and fire it. I think this would be a popular weapon for the assault classes and would add to the indirect firing capabilities within MWO.

The downsides, you're basically a sitting duck while you are aiming the mech mortar. then it would have a reload time on top of whatever the aiming time was.


the minimum range of the mortars would be 180m, not 240m. You are forgeting that units of range in tt are 30m, not 60m. The small laser has a range of 180 because of its max range, which is a function that only appears in MWO.

anyways, while I like your idea on how the mortar works, I don't think clicking the button and the number linearly increases is a good idea. I think the best way to handle as I described above is to have two keys function as the increase range and decrease range. If the mortar is charge-up based, it would make it very hard to properly gauge the correct range.

#14 Jaeger Gonzo

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Posted 14 August 2014 - 08:06 PM

View PostPenitentTangent, on 10 December 2013 - 08:34 PM, said:

these all appear later in the timeline. All of my options with the exception of the SBG are in use before 3050. believe me, I want MRMs just as much as the next guy, but we kind of have to adhere to the timeline.

We already have MRMs, those are just used to be called SRMs here. Thats why you can be mistaken.

#15 Nickredace

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Posted 15 August 2014 - 06:49 PM

View PostJaeger Gonzo, on 14 August 2014 - 08:06 PM, said:

We already have MRMs, those are just used to be called SRMs here. Thats why you can be mistaken.


Um... SRMs aren't the same as MRMs, Short range Missile - Medium Range Missile

#16 Jaeger Gonzo

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Posted 16 August 2014 - 04:11 AM

Not catching the point?





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