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Tweaking Missile Lock Mechanics With Poptarting In Mind
#1
Posted 21 February 2014 - 07:58 AM
#2
Posted 21 February 2014 - 08:02 AM
It's PPCs and ACs, and the ability to accurately snipe on the jump that make poptarting a problem.
#3
Posted 21 February 2014 - 08:03 AM
#4
Posted 21 February 2014 - 08:08 AM
I think it should be easier to aquire lock but also much easier to lose lock, especially with streaks. Target decay module makes missiles too good, you can be 1 on 1, lose visual and missiles will still be locked for like 5 seconds. With SSRMs I think you have to always stay within the box to keep lock.
#5
Posted 21 February 2014 - 08:08 AM
#6
Posted 21 February 2014 - 08:14 AM
wanderer, on 21 February 2014 - 08:02 AM, said:
It's PPCs and ACs, and the ability to accurately snipe on the jump that make poptarting a problem.
I believe the idea here is to counter the poptarts by using the LRMs as the poptarts use their PPCs and ACs. It would bring a nice risk to poptarting, as faster jumping mechs not pop-tarting could just evade the barrage that had the lock bonus. Meanwhile Shadowhawks, Cataphracts, Victors, and Highlanders would have little choice but to tank an LRM60. They still have their accurate pinpoint damage.
Inquiry: Does a Tag lock on an ECM covered mech have the same target decay as normal lock?
#7
Posted 21 February 2014 - 08:16 AM
Alcom Isst, on 21 February 2014 - 08:14 AM, said:
I believe it does.
Either way, the amount of time that TAG affects a given mech is woefully small.
Edited by SI The Joker, 21 February 2014 - 08:16 AM.
#8
Posted 21 February 2014 - 08:17 AM
Quote
Which doesn't actually fix the real problem, which are the PPCs and ACs. Great, you made LRMs anti-poptart.
They still have guns that ignore damage spread, which is the reason poptarting is effective.
#10
Posted 21 February 2014 - 08:28 AM
Alcom Isst, on 21 February 2014 - 08:22 AM, said:
I'll preface and say I'm not an avid LRM user, but I do use them on occasion if I'm feeling a bit lazy. I've also used (and then removed) TAG. I'm also not married to this concept, it was something that I came up with on a whim.
Put yourself out at 700+ meters. Pop a tag on a mech and fire your LRMs. By the time they reach, your tag is long gone, unless you hold TAG on that target.
If you aren't out there actively following your target with TAG (hence putting your long range assets in direct line of fire which doesn't seem logical) your TAG is pretty darn useless. Even if on a light mech... what, you put your ECM raven with TAG out there against a dual gauss anything... no more Raven.
Instead, TAG requires x seconds of on-target time which then tags the mech for Y seconds which gives a player enough time to get lock, fire and actually have the LRMs reach their target instead of falling short or hitting some random spot on the map.
Again, not married to this, just a quick idea. Not like I expect it to be implemented.
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#11
Posted 21 February 2014 - 08:32 AM
It would certainly allow pop tart snipers to keep a place in the game but prevent it from being the go to tactic as an LRM mech can demolish you.
Edited by Voivode, 21 February 2014 - 08:33 AM.
#12
Posted 21 February 2014 - 08:39 AM
nothing else needed.
#13
Posted 21 February 2014 - 08:39 AM
You're better off sending fast LRM skirmishers to the flank to flush em out.
Edited by CapperDeluxe, 21 February 2014 - 08:40 AM.
#14
Posted 21 February 2014 - 08:40 AM
Giving them a brief, lingering effect would help- even a second or two more.
#15
Posted 21 February 2014 - 08:51 AM
wanderer, on 21 February 2014 - 08:40 AM, said:
Giving them a brief, lingering effect would help- even a second or two more.
I would support TAG effect being extended a little bit longer.
I would also be interested in exploring the effects of speeding LRMs (and SRMs, but thats another topic) up a bit.
AMS seems a bit too effective to me (especially since it can fire through buildings, mountains, etc etc), a missile speed increase would indirectly lessen the effectiveness of AMS.
#16
Posted 21 February 2014 - 08:58 AM
Poptarting might be annoying and down right dangerous, but creating an LRM meta where the skies are blackened with LRM missile trails doesn't sound like a good idea either.
Jump Jets need a mechanic tweak that at least somewhat stays in the cannon theme of JJs (scaling terrain and evasion), yet has enough of a limiting factor to prevent them from being spammed for sniping.
#17
Posted 21 February 2014 - 09:04 AM
#18
Posted 21 February 2014 - 10:28 AM
#19
Posted 21 February 2014 - 10:30 AM
MeiSooHaityu, on 21 February 2014 - 08:58 AM, said:
Though - an argument can be made - if there are a bunch of different metas at the same time - is there really a meta at all?
#20
Posted 21 February 2014 - 10:30 AM
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