#1
Posted 16 August 2014 - 03:30 PM
#2
Posted 17 August 2014 - 06:52 PM
I saw you in "Training" yesterday and was wondering why you needed it. Now I know what you were doing
Happy Hunting
#3
Posted 17 August 2014 - 08:12 PM
Let me know if you ever need a partner for he more dynamic stuff.
Edited by IraqiWalker, 17 August 2014 - 08:12 PM.
#4
Posted 18 August 2014 - 05:10 AM
Ayrmoon, on 17 August 2014 - 06:52 PM, said:
Depends on the target and the current missile velocity. IS LRMs don't arm unless they've traveled at least 180m, so if a target is moving towards you, you have to factor that in if you want to avoid wasting shots, but 180M is the actual minimum range on them.
Currently all LRMs move at 160m/s, and mechs typically run between 13m/s ( 48kph ) and 47m/s ( 170kph )
It will take a little more than a second for the LRMs to reach minimum range ( 1.125 seconds ) , one second is close enough as it makes the math a lot easier.
Simply guess or calculate the top speed of the target in m/s, and add that to 180m, and you'll have a good approximation of when your missiles will no longer hit.
An easy way to convert the numbers if a top speed in kph is known is to divide by 3, it's not completely accurate but it's easier than dividing by 3.6 and it compensates ( actually overcompensates slightly ) for the inaccuracy in the flight time if you do not multiply by 1.125. ( It ends up 6.67% higher than the more accurate calculation, not a huge difference. )
In short:
accurate: 180 + ( top speed / 3.6 ) * 1.125
simple: 180 + top speed / 3
Depending on which way the target is moving relative to you this adds or subtracts about 15-20m for most assaults, and a little over 50m for 170kph lights.
#6
Posted 18 August 2014 - 04:40 PM
#7
Posted 19 August 2014 - 06:59 PM
Also what about shooting over obstacles I usually tilt up or even tilt left or right
What happens if you lose lock and reaquire missile lock while the missiles are in flight
The biggest pain is standing there while people are shooting at you waiting for the missiles to arm what a crappy system (1970’s tech)
Edited by Davegt27, 22 August 2014 - 03:57 PM.
#8
Posted 19 August 2014 - 07:02 PM
Davegt27, on 19 August 2014 - 06:59 PM, said:
Also what about shooting over obstacles I usually tilt up or even tilt left or right
What happens if you lose lock and require while the missiles are in flight
The biggest pain is standing there while people are shooting at you waiting for the missiles to arm what a crappy system (1970’s tech)
When someone locks onto a mech, they share that targeting data with their entire team. Allowing an LRM boat to start lobbing missiles at targets they can't even see. Helps LRM boats provide indirect fire support.
It also tells your entire team the state of that mech you are targeting. How it's armor is, what kind of mech it is, and what it's weapons and health status is.
EDIT: To be specific, if you shoot at a mech you don't have a lock to, the game will lock onto to it eventually. If you press R, you instantly lock onto it.
Edited by IraqiWalker, 19 August 2014 - 07:03 PM.
#9
Posted 19 August 2014 - 07:52 PM
IraqiWalker, on 19 August 2014 - 07:02 PM, said:
It also tells your entire team the state of that mech you are targeting. How it's armor is, what kind of mech it is, and what it's weapons and health status is.
EDIT: To be specific, if you shoot at a mech you don't have a lock to, the game will lock onto to it eventually. If you press R, you instantly lock onto it.
Just know that if you launch LRMs without a lock, and later acquire one, the missiles will NOT lock on and track that target. That said, if your target isn't moving (shut down for example) then you can "dumb fire" and hit.
#10
Posted 20 August 2014 - 04:15 AM
Don't aim over things (if that is what you meant when you said this) when firing your missiles, just lock on to your target (cross hair or circle) and fire. The missile will automatically go over any obstacle (a hill for example) as long as you have enough space between you and the obstacle.
And above all else - just have fun
Happy Hunting to you
#11
Posted 20 August 2014 - 11:50 AM
Ayrmoon, on 20 August 2014 - 04:15 AM, said:
Don't aim over things (if that is what you meant when you said this) when firing your missiles, just lock on to your target (cross hair or circle) and fire. The missile will automatically go over any obstacle (a hill for example) as long as you have enough space between you and the obstacle.
And above all else - just have fun
Happy Hunting to you
Another thing you can do is point your mech up, hold down the left CTRL button, and point your arms down, since LRM locks are made by the arm cross hairs. You will get the lock, as long as you can see the target box, and get the arms there.
#12
Posted 20 August 2014 - 02:43 PM
#13
Posted 22 August 2014 - 04:07 PM
so with the ARTEMIS system you need to have visual/line of sight to the target
what about the other Fire Control (they call it weapons control in the AF) system
does that one need of sight also?
if it does not I think the non line of site system would be better
of course like some of the other upgrades you would have to buy it all over again
Davegt27
Edited by Davegt27, 22 August 2014 - 04:08 PM.
#14
Posted 23 August 2014 - 03:40 AM
Davegt27, on 22 August 2014 - 04:07 PM, said:
so with the ARTEMIS system you need to have visual/line of sight to the target
what about the other Fire Control (they call it weapons control in the AF) system
does that one need of sight also?
if it does not I think the non line of site system would be better
of course like some of the other upgrades you would have to buy it all over again
Davegt27
There is only the Artemis FCS. The other one is standard, and that one offers no bonuses at all.
As far as Fire Control Systems go. If you are talking about NARC or TAG. For those, you do not need line of sight at all. Unless you are doing the TAGing yourself.
#15
Posted 23 August 2014 - 06:32 PM
#16
Posted 23 August 2014 - 06:44 PM
Davegt27, on 23 August 2014 - 06:32 PM, said:
No, it's the default system your mech starts with. The difference between it and Artemis is that for the cost of one extra ton, and one extra slot PER launcher (that's for SRMs and LRMs only), you get 50% increased lock speed when acquiring homing locks for your LRMs, and reduced spread for both LRMs and SRMs. However, the bonus only works when you have line of sight, without it, Artemis functions like standard guidance (in all honesty, the Line of Sight thing should have never been added, but people kept on moaning about LRMs being OP -more accurately, they lacked the brain cells to use cover-, and so Artemis was nerfed for it)
#17
Posted 23 August 2014 - 07:19 PM
Now if you give the advanced course, it could be a few hours or an entire series of how to ...redacted due to LRM rage.
#18
Posted 23 August 2014 - 07:45 PM
Barkem Squirrel, on 23 August 2014 - 07:19 PM, said:
Now if you give the advanced course, it could be a few hours or an entire series of how to ...redacted due to LRM rage.
Advanced tip. You can dead fire lrms without a lock. They'll hit where you aim. SHHHHHHHHHH!
#20
Posted 25 August 2014 - 01:01 PM
Spike Brave, on 23 August 2014 - 07:45 PM, said:
Advanced tip. You can dead fire lrms without a lock. They'll hit where you aim. SHHHHHHHHHH!
I am assuming the dead fire LRM's still need the 180m to arm their warheads, correct? Or are the dead fire ones already armed as soon as they leave the tubes?
Edited by Walleye, 25 August 2014 - 01:02 PM.
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