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Alternate Ammo Idea For Narc (Information Warfare And More)
Started by MustrumRidcully, Jan 27 2014 01:39 AM
9 replies to this topic
#1
Posted 27 January 2014 - 01:39 AM
Narc is probably getting a buff soon. I hope it works all out and will make the gameplay more interesting.
But I think we could use Narc as a stepping stone for even more interesting information warfare tools (and other stuff). Narc is a good platform for "special abiltiies" since it's relatively heavy at 3 tons for the launcher and 1 ton for 12 shots of ammo. It's not inexpensive component of your build, so you have to take care in what you select.
Biggest problem of course is - alternate ammo/ammo selector technology is not there yet.
Alternate NARC ammo suggestions:
Smoke Missile
The main idea here is to pretty much block sight inside the smoke, making it difficult to anyone inside the smoke to fight and for anyone to attack anyone inside the smoke.
Example Mechanics:
The smoke missile explodes at the target location and produces dense smoke in a 180m radius area. The smoke spreads over approximately 5 seconds and lasts another 5 seconds before it disperses over 5 seconds. Visibility and targeting is limited to around 90m. This is designed to really hinder enemy mechs inside the smoke, and can be used even at long range to block sight of enemy mechs and force them to change position or wait out the smoke.
Fog Missile
The main difference to the smoke idea is that you can still see a bit further inside the smoke, allowing you to theoretically engage in brawling while in the smoke, but making it inefffective to fire out of the fog or into the fog.
Example Mechanics:
This is similar to the smoke grenade, but the effect is much less dense, instead occupying a larger radius (~400m). The fog spreads to its maximum range over 5 seconds and lasts for about 10 seconds before it dissipates over 5 seconds.
Visibility and targeting inside the fog is limited to around 200m. This makes this fog useful for defensive and offensive purposes - enemies far away cannot effectively see targets, but mechs inside the fog still can see and target each other.
HEAP Missile
This turns the Narc launcher in a more or less conventional weapon system.
Example Mechanic:
A single Narc missile deals 8 damage. (less than an SRM6, but no spread and better range and speed!)
Inferno Missile
The Narc launcher fires an Inferno missiles that can heat up the target.
Example Mechanics:
The missile inflicts 8 heat to the target (but, like Flamers, can't raise a mech's heat beyond 90 %).
Don't get too focused on the mechanical specifics, the main idea of each ammo type is what is important, the rest is probably something that PGI would have to tweak anyway.
But I think we could use Narc as a stepping stone for even more interesting information warfare tools (and other stuff). Narc is a good platform for "special abiltiies" since it's relatively heavy at 3 tons for the launcher and 1 ton for 12 shots of ammo. It's not inexpensive component of your build, so you have to take care in what you select.
Biggest problem of course is - alternate ammo/ammo selector technology is not there yet.
Alternate NARC ammo suggestions:
Smoke Missile
The main idea here is to pretty much block sight inside the smoke, making it difficult to anyone inside the smoke to fight and for anyone to attack anyone inside the smoke.
Example Mechanics:
The smoke missile explodes at the target location and produces dense smoke in a 180m radius area. The smoke spreads over approximately 5 seconds and lasts another 5 seconds before it disperses over 5 seconds. Visibility and targeting is limited to around 90m. This is designed to really hinder enemy mechs inside the smoke, and can be used even at long range to block sight of enemy mechs and force them to change position or wait out the smoke.
Fog Missile
The main difference to the smoke idea is that you can still see a bit further inside the smoke, allowing you to theoretically engage in brawling while in the smoke, but making it inefffective to fire out of the fog or into the fog.
Example Mechanics:
This is similar to the smoke grenade, but the effect is much less dense, instead occupying a larger radius (~400m). The fog spreads to its maximum range over 5 seconds and lasts for about 10 seconds before it dissipates over 5 seconds.
Visibility and targeting inside the fog is limited to around 200m. This makes this fog useful for defensive and offensive purposes - enemies far away cannot effectively see targets, but mechs inside the fog still can see and target each other.
HEAP Missile
This turns the Narc launcher in a more or less conventional weapon system.
Example Mechanic:
A single Narc missile deals 8 damage. (less than an SRM6, but no spread and better range and speed!)
Inferno Missile
The Narc launcher fires an Inferno missiles that can heat up the target.
Example Mechanics:
The missile inflicts 8 heat to the target (but, like Flamers, can't raise a mech's heat beyond 90 %).
Don't get too focused on the mechanical specifics, the main idea of each ammo type is what is important, the rest is probably something that PGI would have to tweak anyway.
#2
Posted 27 January 2014 - 04:57 AM
As far as I know, different ammunition is the speciality of the LBX. So give different ammo to the LBX and maybe the NARC a buff
#3
Posted 27 January 2014 - 05:42 AM
fandre, on 27 January 2014 - 04:57 AM, said:
As far as I know, different ammunition is the speciality of the LBX. So give different ammo to the LBX and maybe the NARC a buff
The Narc Missile Beacon launcher (which is separate & distinct from the heavier & larger Improved Narc Missile Beacon launcher) has its own set of munitions from BattleTech:
- Homing Pods are the standard/default Narc munition.
- Shoot-and-Sit Pods are available from the FedCom in 3053.
- Bola Pods are available from the Capellan Confederation in 3056.
- Explosive Pods are available from the Draconis Combine in 3058.
By contrast, Smoke Warheads and Inferno Warheads are common alternate munitions for standard LRM and standard SRM launchers.
Edited by Strum Wealh, 27 January 2014 - 05:45 AM.
#4
Posted 27 January 2014 - 06:10 AM
I would like to see all of them in MWO: LRM, NARC, iNARC, LBX with different ammo. Could make the game a lot more interesting
IMHO: Nemesis could provide "insta" death in certain situatins.
IMHO: Nemesis could provide "insta" death in certain situatins.
#5
Posted 27 January 2014 - 06:32 AM
I think the mech mortar weapon would be better able to accommodate smoke rounds and inferno round that kind of thing.
Quote
With the reintroduction of the Anti-Missile System engineers revived the Mech Mortar concept. The munitions used by the mortars, though often possessing limited guidance packages, weren't destroyed by AMS systems in tests. Mortar shells also proved very adaptable, accepting several types of payloads including Anti-Personnel, Armor-Piercing, Flare, Smoke, and Semi-Guided.
#6
Posted 27 January 2014 - 06:34 AM
Here's a better idea, make NARC, ECM and BAP like they are in the TT. The game will be far more enjoyable.
#7
Posted 27 January 2014 - 06:36 AM
I think the more weapons variety we have, the better. Especially if it's something more indirect than stuff that kills you, like smoke or inferno as you have mentioned.
The question is how difficult these things are to implement from a coding/performance point of view.
The question is how difficult these things are to implement from a coding/performance point of view.
#8
Posted 27 January 2014 - 09:50 AM
Strum Wealh, on 27 January 2014 - 05:42 AM, said:
The Narc Missile Beacon launcher (which is separate & distinct from the heavier & larger Improved Narc Missile Beacon launcher) has its own set of munitions from BattleTech:
By contrast, Smoke Warheads and Inferno Warheads are common alternate munitions for standard LRM and standard SRM launchers.
- Homing Pods are the standard/default Narc munition.
- Shoot-and-Sit Pods are available from the FedCom in 3053.
- Bola Pods are available from the Capellan Confederation in 3056.
- Explosive Pods are available from the Draconis Combine in 3058.
By contrast, Smoke Warheads and Inferno Warheads are common alternate munitions for standard LRM and standard SRM launchers.
I don't want to be stay too married to Battletech tech introductions. You could always claim that the tech was just not specifically mentioned in one of the era-sourcebooks... It might have been not often used in official lore, just like jump sniper lances aren't mentioned often (ever?) and yet common in MW:O.
I can see staying close ot it for stuff like really special weapon types (plasma rifles) or technologies (Laser AMS, XL Engines, Blue Shield Generators and stuff like that) - but what boils down to a smoke grenade is not that amazing in technological advancement that it would deserve canon timeline adherence.
Edited by MustrumRidcully, 27 January 2014 - 09:51 AM.
#9
Posted 27 January 2014 - 10:01 AM
We also have to take into account the performance penalties for smoke/fog -- most graphics cards still have problems with this, and performance either lessens or tanks (depending on specific hardware) when that stuff is on the screen.
And if it's an option we can toggle, most will just turn it off. So why have it in the first place?
And if it's an option we can toggle, most will just turn it off. So why have it in the first place?
#10
Posted 27 January 2014 - 06:21 PM
Greetings all,
As stated most of these optional warheads will not be available for some years, within this time line of 3050.
But there is a system that is available now, and has all these and more for various warheads.
The Arrow 4 missile system.
During this time line period, there are only 4 of the multiple "final warhead systems" used.
- Homing missile
Designed to be used in conjunction with TAG, it was the artillery missile of choice for the SLDF due to the prevalence of ECM on the battlefield.(once TAG on the tgt, the missile followed to that point, where-ever it was, Mech or ground.)
[TT has - Damage 20 and 10 radius blast damage, but these could be changed for MWO since we actually have twice the armour of TT.]
- Cluster munitions
They are designed to burst at low altitudes, showering an area with miniature bomblets.
[top attack munitions]
- Illumination
Their primary use is for illumination and marking enemy units during nighttime and other low-light operations.
[may be available when DX11 and cryengine are updated, as they better coded into these features.]
- Smoke
Instead of exploding upon impact, these missiles create billowing clouds of obscuring smoke at the target location. The potential to create literal a "fog of war" on the battlefield can be used to hide troop movements and other actions from the enemy.
[again better with DX11 and engine update.]
We only have one Mech that could mount these systems, the Catapult, specifically the CLTP-C3
[CPLT-C3: The C3 variant takes the 'Mech's long range fire support to a new level by removing both of the LRM-15 launchers and replacing them with an Arrow IV artillery system, allowing the Catapult to stay a safe distance from the battlefield.]
- C3 variant has 1 x Arrow IV, 4 x Med Lasers, and other wise identical to the C1 model.
- Largest problem was the lack of carried ammo, only 1 Ton.
(5 reloads, If the launcher is a 5 missile launcher, that's 10 shots and your done, and back to the Dropship with that Mech.)
- Tons: IS=15 / Clan=12
- Slots: IS=15 / Clans=12
- heat: 10
- Year avail.: IS=3044 / Clan=2850
- This might be a viable item when the actual Dropship component is in the game and pilots can return to there Dropship and select a new Mech to "re-enter" the battle with.
Just a suggestion,
9erRed
As stated most of these optional warheads will not be available for some years, within this time line of 3050.
But there is a system that is available now, and has all these and more for various warheads.
The Arrow 4 missile system.
During this time line period, there are only 4 of the multiple "final warhead systems" used.
- Homing missile
Designed to be used in conjunction with TAG, it was the artillery missile of choice for the SLDF due to the prevalence of ECM on the battlefield.(once TAG on the tgt, the missile followed to that point, where-ever it was, Mech or ground.)
[TT has - Damage 20 and 10 radius blast damage, but these could be changed for MWO since we actually have twice the armour of TT.]
- Cluster munitions
They are designed to burst at low altitudes, showering an area with miniature bomblets.
[top attack munitions]
- Illumination
Their primary use is for illumination and marking enemy units during nighttime and other low-light operations.
[may be available when DX11 and cryengine are updated, as they better coded into these features.]
- Smoke
Instead of exploding upon impact, these missiles create billowing clouds of obscuring smoke at the target location. The potential to create literal a "fog of war" on the battlefield can be used to hide troop movements and other actions from the enemy.
[again better with DX11 and engine update.]
We only have one Mech that could mount these systems, the Catapult, specifically the CLTP-C3
[CPLT-C3: The C3 variant takes the 'Mech's long range fire support to a new level by removing both of the LRM-15 launchers and replacing them with an Arrow IV artillery system, allowing the Catapult to stay a safe distance from the battlefield.]
- C3 variant has 1 x Arrow IV, 4 x Med Lasers, and other wise identical to the C1 model.
- Largest problem was the lack of carried ammo, only 1 Ton.
(5 reloads, If the launcher is a 5 missile launcher, that's 10 shots and your done, and back to the Dropship with that Mech.)
- Tons: IS=15 / Clan=12
- Slots: IS=15 / Clans=12
- heat: 10
- Year avail.: IS=3044 / Clan=2850
- This might be a viable item when the actual Dropship component is in the game and pilots can return to there Dropship and select a new Mech to "re-enter" the battle with.
Just a suggestion,
9erRed
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