Koniving, on 13 July 2014 - 06:50 AM, said:
Aside from hotloaded being an ammunition type (fixed in a sequential post), name a misstatement with a reference so I can correct it? I was using multiple sources but I'm aware that Sarna is not always the most reliable
(I mean there are several entries on mechs that actually believe AC/20s do 20 damage in a single bullet rather than a single turn; comedy considering the books, tech manuals, fluff manuals, etc. both official and apocryphal all state that ACs fire many shots but are simplified in the tabletop turns due to the shear number of weapon variants which would need its own 500+ page rule reference book).
Wait, I do see one.
"Non-locking SRMs as we have now, are in fact
Dead Fire missiles which deal 3 damage, not 2, and have variations for LRMs and SRMs. (Dead-fire LRMs deal 2 damage instead of 1)."
Where it should have been:
"Non-locking SRMs as we have
in MWO now, are in fact akin to
Dead Fire missiles which
should deal 3 damage, not 2, and have variations for LRMs and SRMs. (Dead-fire LRMs deal 2 damage instead of 1). These are being passed off as regular SRMs when nothing could be further from the truth.
Regular SRMs are listed as "Direct Fire" weapons. In the tech-manual that Stjobe once referenced they systematically make a lock per missile, though they can be fired prematurely without guidance. In some books they are described as locked, yet in some others they are described as heat seeking but easily distracted (so some official books do conflict, but the official manuals say lock-on)."
Though the systematic per-missile lock is actually managed already. One must remember that Inner Sphere mechs that are not on homeworlds or owned by nobles are typically decades to centuries old, constantly salvaged and repaired with much of the technology's understanding lost up until the discovery of the Helm Memory Core.
There was nearly (or over?) a hundred years where NARCs couldn't be produced anymore; it's referenced many times, but it's also right on the Kintaro's page on Sarna.
One: Missile locks in Battletech are handled by the launcher not per missile.This means the actions taken to fire an LRM launcher in Battletech are...
Indicate a target.
Calculate the target number to hit that target.
Roll the dice to meet that target number.
Roll on the cluster hit table to determine how many LRMs hit the target.
Apply damage in 5 point clusters to the target
Adjust heat and ammo consumption.
No matter how many LRMs that can be fired from the launcher only ONE die roll was needed to hit.You do NOT need to roll to lock per missile it's per launcher.
Deadfire missiles use a specific mechanic in battle tech.When a missile launcher hits a target the next step is to roll for how many missiles hit the target.This is a 2d6 roll the value rolled is compared to the cluster hits table to determine the actual number of missile that hit.Deadfire missiles roll 3d6 and take the two worst die rolls to calculate the number of missiles hit.
As you can see there is no direct translation into MWo for a 2d6 roll and a chart reference so,not an accurate portrayal of MWo SRMs/LRMs vs B-tech SRMs/LRMs.
Battletech SRMs and Streaks mechanics are not at all as you describe.Both SRMs and Streaks use the same procedure to fire on a target the one important difference is Streaks do not roll on the cluster hits table all streaks hit automaticly so a streak SRM6 will always hit with 6 missiles while an SRM6 would need to roll for the number of missiles that hit on the cluster table.
MWO SRMs do have guidance systems .If they did not a catapult firing SRMs would see them fire in a straight line from the arm "boxes" instead we see the SRM volley turn inward towards the HUD aiming reticule.Since the point of impact for the center of the volley of SRMs is pointed towards the HUD targeting reticule and not a straight line away from the mounting point of the SRM launcher this is a guidance system in play.
In "proper lore" (that you are incorrect about) 2 Inner sphere SRM6 are not equal to a Clan LRM20.Even without a direct damage value compareson (24 max on the 2 SRM6 vs 20 max on the clan LRM20) The LRM20 possesses significantly higher versitility with a substantial range advantage,indirect fire capablity and of course a more compact size (3 crits vs 4 crits) and lower tonnage (5 tons vs 6 tons) A pair of Inner Sphere SRM6s will compare favorably to a single clan LRM20 but only when the SRM launchers are within their range of 270m (realisticly to balance the base target numbers on hit rolls in B-tech the SRMs would want to be within 90m (3 hex) short range to counter the clan LRM 180m (6 hex) short range. So you are basicaly correct if an Inner Sphere mech with 2 SRM6s can teleport to within 90m of a clan mech with an LRM20.
P.S. referencing the Tactical "cheese"book is a good way to remove your credibility with a lot of old school table top B-tech players.Seriously that book"let" seems to have been written by/for twelve year olds. Magpulse missiles indeed,AX missile warheads <scoff> Silver bullet gauss?? why? Mechanical jump boosters?
Level three rules are in essence a pile of optional "house" rules that have several poor mechanics interactions with little play testing.Most players don't touch lvl 3 because of this.