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Lrm Mtm-Module (Multi.trajectory.modes)


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#1 WhiteCrow

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Posted 14 July 2014 - 05:19 AM

Hello Mechwarriors! I came out with this idea several days ago and I wanted to share it with
you all. Hope you like it, commendt and add suggestions if you like!

MTM Includes two new trajectories for LRM missiles.

This System is proposed given the lack of LRMs support fire at ranked queues. With this change PGI should also begin to enable LAMS or buff a little bit AMS. But anyway this module (or LRM change) should have disadvantages:
- (1,5) seconds LRM weapon disable to change between Mode 1 and Mode 2/3.
- (2,3) seconds LRM weapon disable to change between Mode2 and Mode 3.

o Note this would add cooldown to LRM when switching between modes.

With this changes (all “()” quotes subject to change) and the Modes explained below LRMs could bring a whole new gameplay experience (like WoT artillery +/-). But even with that you could always bring more disadvantages:
- (30)% speed reduction during Mode change. (resources taken from engine to recalibrate the mode).
- (10)% more damage to LRM hardpoints (this would give catapult/cent doors a bit more role).

Mode1 (Standard MWO missile trajectory).
As we all know, but putting the specs here for you to compare.

- LRM range 1000 meters.
- LRM minimum range 180 meters.
- No need to have target locked

Spoiler
The actual trajectory may be different as the image.

This mode is limited so let’s include new ones!!

Mode2
Gives to the player the opportunity to hit a targeted enemy unit being under cover at a price of LRM Range:

- LRM range reduced to (500) meters.
- LRM minimum range reduced to (160) meters.
- LRM trajectory changed to (5-10) degrees ala artillery from vertical.
- (+10)% targeting time.
- (+15)% target shake.
- (+30)% missile speed when falling* (vertical axis “Z”)
- (-90)% missile speed when falling* (horizontal axis “XY”) This prevents moving targets being hit easily by this mode
"when falling" ---> This concerns the last part of the missile trajectory, when it reaches the vertical angle (fall) to the target.
- Impossible to fire without target locked

Spoiler


This mode brings LRMs to a “brawling” position, much like an Streak SRM but easy to dodge by fast moving mechs due to the parabolic trajectory (It’s supposed to be a support role still). This means LRMs in this mode have a (340) meters operable firing situations. Obviously, if the obstacle is tall enough and the mech is fast this mode will not be worthy anyway.


Mode 3
Gives the Player the oportunity to hit farther enemies at a cost of parabolic trajectory:

- LRM range increased to (1300) meters
- LRM mínimum range increased to (350) meters.
- LRM trajectory changed to (75-80) degrees from vertical.
- (-10)% targeting time.
- (-5)% missile speed.
- (-30)% target shake.

- No need to have target locked.

Spoiler



This mode brings LRMs to their longest range but also to needs a straight line mech-enemy. Wen don't want to include a new SSRM to the game so the minimal range is increased.

This new modes don’t make standard MWO trajectory obsolete, as u still need it if u want a fast a reliable hit on an open ground target. It just adds new flavor to the LRM support role as he must be aware of all the distances, the covers in front of him, the covers in front of the enemy and the timing of the missiles to choose the right mode.


Example:

Spoiler


1-StarndardMode: Lrm’s can’t hit target A and B cause of cover and range
2-Mode2: Provides more height to missiles to reach target A. Can’t hit target B cause of range
3-Mode3: Can hit target B who is in range but can’t hit target A cause of cover
- Note that a target between A and B could be fired by mode 3 and mode 1, but still mode 1 brings more shake, more speed and less travel time.

How it would look ingame
Spoiler



Finally thank Dire Wolfie for his help completing my idea. We both are the real parents of this stuff.

Thanks again! See you on the battlefield

#2 Colby Boucher

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Posted 14 July 2014 - 05:37 AM

It's certainly a good idea, but increased LRM range on the direct-fire trajectory as well as slower missiles is quite useless. Even with the standard missile speed, it takes way too long for missiles to reach their target. It would be better (while slightly more difficult to implement) to keep the standard missile speed, if not slightly faster, but increase the spread on missile groupings or make the pods wave-fire like clan LRMs.

#3 Magna Canus

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Posted 14 July 2014 - 05:53 AM

I honestly don't think that we need 2 more firing modes for some players to get tripped up by, nor 2 more modes these same players need to adapt to when several are having obvious issues with finding cover with just 1 firing mode.

BUT, I really do like the idea of a direct fire LRM mode since when I do use LRMs 90% of the time it is me with LOS.

I would imagine that mech mortars would be a better solution than firing mode 2 and when MRM's come it would replace the need for a direct fire mode. So, I would be more for adding mech mortars and MRMs than introducing multiple LRM firing modes.

#4 SanabriaDjosh

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Posted 14 July 2014 - 06:38 AM

Nice Idea





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