Weapon Invasion, New Intershere Weapon Options!
#21
Posted 26 November 2014 - 03:28 PM
#22
Posted 15 December 2014 - 04:20 PM
#23
Posted 22 December 2014 - 03:55 PM
Tech in the B-tech timeline does not evolve like that of many other games for a reason.
#24
Posted 30 December 2014 - 08:36 PM
Bad poll.
#25
Posted 01 January 2015 - 03:41 PM
#26
Posted 01 January 2015 - 04:35 PM
In TT and in previous games it's used to make dark areas or night time missions more easier and visible as well as marking targets (MW4 mercs does this notably well)
I would like to have flares in MW: O so I do not need to use night vision.
#27
Posted 06 January 2015 - 03:46 AM
#28
Posted 15 February 2015 - 03:53 PM
#29
Posted 15 February 2015 - 04:04 PM
#30
Posted 15 February 2015 - 04:12 PM
As for rocket launchers...no. What we would see is tryhards packing a crapload of them, running in, and getting one glorious kill before getting slaughtered. Let us stick with weaponry that is not a one-shot wonder, please.
As for Mech Mortars and Arrow IV, LRM spammers do not need another weapon that lets them sit in the back and click on the red squares. This game will do just fine without more of that. If anything, we need something to get more people into the fight, instead of hanging back at the edge, trying to shoot things without getting their paint scratched, like they have a repair bill or something.
The Blazer, while not exactly ideal in terms of damage/ton/heat, will be a nice alternative for mechs that need more firepower, but do not have much available in terms of energy hardpoints. I can get behind that one.
#31
Posted 15 February 2015 - 06:04 PM
Aethon, on 15 February 2015 - 04:12 PM, said:
As for rocket launchers...no. What we would see is tryhards packing a crapload of them, running in, and getting one glorious kill before getting slaughtered. Let us stick with weaponry that is not a one-shot wonder, please.
As for Mech Mortars and Arrow IV, LRM spammers do not need another weapon that lets them sit in the back and click on the red squares. This game will do just fine without more of that. If anything, we need something to get more people into the fight, instead of hanging back at the edge, trying to shoot things without getting their paint scratched, like they have a repair bill or something.
The Blazer, while not exactly ideal in terms of damage/ton/heat, will be a nice alternative for mechs that need more firepower, but do not have much available in terms of energy hardpoints. I can get behind that one.
the idea is PGI would probably expand on some of the stats of these weapons,
that way these weapons could be viable in MWO where otherwise they wouldnt be,
also remember that most if not all of these weapons have very Low Ammo perTon,
#32
Posted 15 February 2015 - 06:53 PM
#33
Posted 15 February 2015 - 07:13 PM
Edit I would also like to see some light ballistics to help un-gimp light and medium mech max firepower damage/weight ratio,possible balancing weapon weight against its own critical hitpoints
Edited by CorditeJunkie, 15 February 2015 - 07:16 PM.
#34
Posted 16 February 2015 - 01:21 PM
#35
Posted 26 February 2015 - 11:56 PM
#36
Posted 27 February 2015 - 08:34 PM
#37
Posted 04 March 2015 - 07:21 PM
IF they implemented multi ammo (LBX would finaly be its real cannon setup!) then you could take a mix of ammo and not worry.
I've said for ages the Arrow IV would be a ton of fun. i doubt we would see the Non-Homing variety.
The biggest problem is implementation. Arrow IV non homing missiles fires via the Artillery rules in tabletop, and therefor does not actually directly target a mech. it targets a Grid Hex. if there happens to be a mech there, so be it. this is also why it has no listed range for Minimum, short, or medium, only a max number of maps.
Homing missiles also do not directly roll to hit. An enemy unit has to have been hit with a TAG and then you can roll to hit. translating to MWO, an enemy would have to be tagged, you could lock them, then the tag would have to stay on them the whole flight time until missile impact. also, in Tabletop the Arrow IV is untargetable by AMS. there would be a lot of rage.
basically, either mechanic would get crazy. and no it should not be an oversized SRM for the non homing, it should have no ability to direct fire at all.
#38
Posted 05 March 2015 - 12:52 PM
Able to lock on radar target (including behind the obstacles) or fire at reticle if there is no target (like current LRMs).
No guidance in flight. I. e. mortar can be launched in high arc at current location of radar target in range, but bombs can't steer in-flight afterwards, so if target moves while bombs are flying, it's more or less a miss.
But no missile warning, no AMS effect and no smoke trails. So if one stands in place for too long, he can be surprized.
Range better adjusted by something like constant angle/variable charge, so it won't lose effectiveness so much at close ranges (otherwise flight time at high elevation to defeat close non-LOS targets will be too long). Maybe also allow semi-direct fire (less than 45 degrees, like a grenade launcher) at LOS targets/reticle.
Rifles sound interesting too, as well as Arrow IV.
#39
Posted 05 March 2015 - 01:04 PM
FerrolupisXIII, on 04 March 2015 - 07:21 PM, said:
I think it will be great for Arrow IV to just home at the closest friendly TAG pointer regardless of it being pointed at the mech or at the terrain. Just follow the red dot (and switch to straight flight towards last dot location if TAG disappears).
It should start with a straight boost leg (of, say, 180 m) after launch to get some altitude (launching mech can adjust the elevation to propel it more directly to target or give it greater ground clearance), then look for TAG points in LOS in frontal sector of, say, 45-60 degrees and lock at the closest (if there's no TAG, it may self-destruct or take some unguided ballistic trajectory or fly straight at constant altitude waiting for TAG to appear).
#40
Posted 06 March 2015 - 03:03 PM
arrow iv would make a good area effect unguided weapon. would be especially useful in cw. attackers could bust up defensive lines a bit better. especially give the spheroids some range againt the clans. clans might get a guided version with a smaller aoe and perhaps a slightly shorter range.
Edited by LordNothing, 06 March 2015 - 03:33 PM.
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