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Arrow Iv


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#1 DI3T3R

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Posted 20 July 2014 - 12:16 PM

Arrow IV artillery, available per canon since 3044.

weapontype missile, minimum-range 500m, maximum-range 3 km

speed ~300m/s, damage 40, cadence ~10s

two kinds of ammo:
1. dumbfire with ballistic arc, hits the spot where the crosshairs were pointed at, splash-damage (like artillery-shells)
2. can only be fired at a target that is locked with TAG or Narc, homing, pinpoint-damage



The Clans have the Naga-Omnimech and the IS has the Catapult CPLT-C3, so there.

#2 9erRed

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Posted 20 July 2014 - 02:49 PM

Greetings,

This has been mentioned many times before, PGI knows about this system.

They have mentioned that there were some 'issues' with the incorporation of this dedicated missile system.
- They also mentioned multi warhead elements that were being looked at, Napalm, EMP, 'thunder' munitions (mines), and standard spot/TAG aimed elements.
- I think the range may have been an issue for them, as well as the various munitions types that this system arrives with as standard ammo. (also there was only 1 or 2 elements that can carry this weapon system, so that may have also been problematic.)
- 5 missiles in tubes and only 5 reloads available at max ammo restricts this system to only having 30 shots and then it's useless.
(unless, there is some form of ammo carrier or reload facility brought in. Attack/Defend mode might/could have this function but the time to carry out that reload may be an issue.)
~ within that mode I could see 'calling' an ammo carrier to the field location, or moving to a location to facilitate the same function. (in or out of a fortified base or structure)

Again, it's a dedicated element and normally requires a TAG spotter to assist in 'out of sight' targeting. That's 2 Mech units for this single system and we may not have the map sizes that this unit was designed to operate on.
~ I have used this system in that 'other game' MW:LL, It's a large and slow missile that can be seen traveling in, but it does do a considerable amount of radius damage. If your targets hiding behind cover and the spotter can see it, TAG it, this missile will 'dissuade' the enemy from using that cover again. (and there's a really great 'concussion' wave that shows it's effects on impact.) 'It can leg some lights if caught in the blast.'

So, you can see some of the issues facing PGI about wither to actually bring this system into the game. It's a unique weapon and can have numerous warhead munitions. Some talk about 'liking to have such and such', but nothing firm, yet.

We'll have to wait and see what there current plan is for this system, now that more people are on these types of developments and designs.

9erRed

#3 CyclonerM

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Posted 20 July 2014 - 03:12 PM

I would like to see the Naga with its Arrow IVs. I would like to know the exact restrictions for mounting it in the TT, however.

#4 Strum Wealh

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Posted 20 July 2014 - 04:57 PM

View PostCyclonerM, on 20 July 2014 - 03:12 PM, said:

I would like to see the Naga with its Arrow IVs. I would like to know the exact restrictions for mounting it in the TT, however.

IS Arrow IV launchers require 15 tons AND 15 critical spaces.
Clan Arrow IV launchers require 12 tons AND 12 critical spaces.

IS Arrow IV launchers cannot be mounted on any 'Mech without crit-splitting (as the most critical spaces any section of any 'Mech has is 12). As an example, the CPLT-C3 Catapult splits its Arrow IV launcher between the Right Arm and the Right Torso (see also, here).

The Naga Prime also splits its Arrow IV launchers between the arms & the side-torsos (see also, here), so it would also be unable to be built without crit-splitting.

#5 Undercover Brother

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Posted 22 July 2014 - 12:35 AM

I LOVE the idea of the Arrow IV. In fact, one of the old HPG "news" posts from closed Beta was an article about the Arrow IV being put into the Catapult. Hence why, when I became a Founder, I bought a Catapult. I figured the Arrow IV was right around the corner. Of course, I hadn't yet been jaded by PGI's less - than - slow approach to adding content to the game.

As it stands now, the Arrow IV cannot be implemented, mainly because maps are too small, and what the system actually is is an artillery launcher. How would you react if, mere seconds into a match, half your team was wiped out or, at the very least, heavily damaged by, half a dozen Arrow IV missiles? Yeah. Bad times. If you've ever been killed by a "spawn grenade" in COD, you'd understand.

A few things would have to happen to make Arrow IV viable.
-Missile HP would have to be high enough to have a chance to get past 3 to 4 AMS systems.
-Arrow IV range would have to be profoundly Nerfed, or maps like Alpine would become unplayable for mechs without Arrow IV.
-Dumb fire mode would have to be removed (see above).
-Multiple munitions/ammo types would have to be implemented, and splash damage would have to be reworked.

I REALLY hope Arrow IV get implemented soon (my Catapult is rusting away in it's hanger bay), but I think, at this point, it's only a pipe dream.

#6 DI3T3R

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Posted 22 July 2014 - 02:28 AM

View PostT Decker, on 22 July 2014 - 12:35 AM, said:

How would you react if, mere seconds into a match, half your team was wiped out or, at the very least, heavily damaged by, half a dozen Arrow IV missiles?

A few things would have to happen to make Arrow IV viable.
-Missile HP would have to be high enough to have a chance to get past 3 to 4 AMS systems.
-Arrow IV range would have to be profoundly Nerfed, or maps like Alpine would become unplayable for mechs without Arrow IV.
-Dumb fire mode would have to be removed (see above).
-Multiple munitions/ammo types would have to be implemented, and splash damage would have to be reworked.


A one-turn-kill wouldn't be possible with my specifications: Line-of-sight or TAG/Narc would be mandatory. And a cadence of 10s guarantees that only campers get hit.

#7 Thunder Child

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Posted 22 July 2014 - 03:05 AM

Lol. I just had the image seared into my mind of the team spawning, looking at the enemy spawn point, and seeing 12 vapour trails rising into the air. At which point, everyone scatters, the "miss"iles miss, and someone says, "Great work team!" We just need to dodge 24 more of those, and they'll be out of ammo.

But seriously, with the weight of the weapons, and the ... 5? ammo per ton? I don't think these would be as scary as people would think. Especially dumb fired. If they worked like Dumb-Fired LRMs now, but with perhaps a bit more of an IBM trajectory, it would really only be a noob-slayer weapon. Anyone else would see the rising contrail, step 50 or so meters to their left, and have successfully dodged the damage for the next 20 secs. Maybe 10, if we're feeling generous for the reload time.





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