I understand that the "bones" targeting of SSRMs was done to save Light mechs from critical damage from a few SSRM hits. That works for SSRM2 but won't work for Clan SSRM6x3 or more if a player wants to boat them.
The best solution for SSRMs I have seen was what Zipper Interactive did in MW3. They made the SSRMs track with so large a turn-rate that to hit Light mechs you had to fire them into a trailing aspect and Lights could still out-turn them, but of course if they didn't it was serious damage. This made them tolerable vs Heavy and Assault mechs who could not dodge them easily, unless up in the 80-90 kph range.
This type of set-up makes SSRMs require a bit of skill from both players so there is more fun and more game depth.
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Ssrm Targeting For A Mech Sim
Started by Lightfoot, Feb 02 2014 04:26 PM
6 replies to this topic
#1
Posted 02 February 2014 - 04:26 PM
#2
Posted 02 February 2014 - 04:29 PM
+1
#3
Posted 04 February 2014 - 01:26 PM
+2
#4
Posted 05 February 2014 - 10:15 AM
The problem is that so far certain things are clearly catered to arcade xperience. Like the current arcadey SSRMs.
#5
Posted 18 February 2014 - 04:10 PM
Lightfoot, on 02 February 2014 - 04:26 PM, said:
The best solution for SSRMs I have seen was what Zipper Interactive did in MW3. They made the SSRMs track with so large a turn-rate that to hit Light mechs you had to fire them into a trailing aspect and Lights could still out-turn them, but of course if they didn't it was serious damage. This made them tolerable vs Heavy and Assault mechs who could not dodge them easily, unless up in the 80-90 kph range.
This is actually the way it was early in closed beta. I don't know why they changed them.
#6
Posted 18 February 2014 - 07:54 PM
Well in closed beta they could track at right angles from the mech and a hit was almost guarenteed.
What SSRMs should do is launch straight forward and then start tracking with a turn rate so large that Light mechs can evade them and of course they are fire-and-forget meaning once locked-on and fired they track to target until the range runs out.
What SSRMs should do is launch straight forward and then start tracking with a turn rate so large that Light mechs can evade them and of course they are fire-and-forget meaning once locked-on and fired they track to target until the range runs out.
#7
Posted 19 February 2014 - 06:00 AM
+3?
This is definitely how they should work. Would make them less effective at super close circle of death range as well if target is circling fast, maybe give a slight bump in range to compensate a bit for this disadvantage, like to 300 m.
This is definitely how they should work. Would make them less effective at super close circle of death range as well if target is circling fast, maybe give a slight bump in range to compensate a bit for this disadvantage, like to 300 m.
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