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This Might Be A Good Time To Introduce Thunder Lrm's


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#1 evil713

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Posted 17 December 2014 - 01:00 PM

I know technically we still got two or so years to go, but lets be honest, we should already be there right now.

For those that don't know, thunder LRM's are an alternative ammunition for lrms that change every missile in to a mine thrower, dropping 5 mines per missile.

deadly against legs, covers an area in mines, same damage as an lrm ie a thunder lrm 5 still does just 5 damage, or as much damage actually hits the target.

Tabletop says the mines are spread allover a hex, a hex being 30 meters across. As near as I can tell the best visual description is two Atlas lying end to end is 28 to 32 meters.

because ammo selection is not in game yet (hurry the hell up on that buy the way) it would mean either a mech equipping dedicated thunder lrm launchers or turning it into a consumable to call down a minefield.

if its a consumable it could be either one size or multiple sizes, delivered via airstrike or turret launch.

#2 ZenFool

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Posted 17 December 2014 - 01:14 PM

Chaos would ensue. Nothing wrong with a bit of chaos via closed running lane.

#3 ShadowWolf Kell

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Posted 17 December 2014 - 01:16 PM

I think their impact would quickly lessen once units learned to just Arty the area before pushing on through.

#4 Gigastrike

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Posted 17 December 2014 - 01:16 PM

Well, it's more or less within the timeline. There are a bunch of other things that should take priority, though.

#5 xeromynd

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Posted 17 December 2014 - 01:17 PM

Would just make attacking that much more difficult imo.

Hardcore meta-using defenders would have a wave of heavies to batter defenses, a wave of mediums to take out turrets, a wave of lights for the zerg, and now....just imagine.....and entire wave of A1's (or other missile boats) to cover the main paths with an insane amount of mines.

Edited by xeromynd, 17 December 2014 - 01:18 PM.


#6 generalazure

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Posted 17 December 2014 - 01:25 PM

Mines, mortars, smoke launchers... the more the merrier imho.

Have a feeling friendly fire would go through the roof though.

#7 Jody Von Jedi

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Posted 17 December 2014 - 01:25 PM

As long as it's IS tech and the Clans don't get it, I'm all for it. :D

#8 evil713

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Posted 17 December 2014 - 01:30 PM

View PostJody Von Jedi, on 17 December 2014 - 01:25 PM, said:

As long as it's IS tech and the Clans don't get it, I'm all for it. :D

slight issue there, clans do have it, they never lost it, clans call it FASCAM (Field Artillery Scatterable Mines.) doesn't look like they improved it thought. Technically Clan LRM is sussposed to be longer ranged.

#9 RAM

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Posted 17 December 2014 - 01:58 PM

View Postevil713, on 17 December 2014 - 01:30 PM, said:

Technically Clan LRM is sussposed to be longer ranged.


Wrong, not in the least.

#10 Lyoto Machida

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Posted 17 December 2014 - 02:32 PM

View PostShadowWolf Kell, on 17 December 2014 - 01:16 PM, said:

I think their impact would quickly lessen once units learned to just Arty the area before pushing on through.


Better that the arty is used on the ground than against me and my compatriots.

#11 Brody319

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Posted 17 December 2014 - 04:31 PM

The lag. I just imagine a field of like several hundred of these things going off.

#12 evil713

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Posted 17 December 2014 - 06:08 PM

View PostRAM, on 17 December 2014 - 01:58 PM, said:



Wrong, not in the least.


As near as I can tell all of the extended range lrm ammo was designed because they wanted to match the range of clan lrm's.

View PostBrody319, on 17 December 2014 - 04:31 PM, said:

The lag. I just imagine a field of like several hundred of these things going off.


that's why I am saying maybe it should be a consumable, at least that would be the limiting factor.

you can probably dumb down the graphic for the mines so there not that much of a resource, could just be a blinky red light on the ground.

#13 Sandpit

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Posted 17 December 2014 - 06:17 PM

Why?
Because of a simple tactic that worked for like 2 days in the opening moments of CW and has already been addressed by PGI within the first week?

I'm all for getting our advanced timeline mechs, weapons, etc. but trying to use "zergs" as a reason for knee jerk reactions like this is a little silly.

#14 Brody319

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Posted 17 December 2014 - 06:18 PM

View Postevil713, on 17 December 2014 - 06:08 PM, said:

As near as I can tell all of the extended range lrm ammo was designed because they wanted to match the range of clan lrm's.



that's why I am saying maybe it should be a consumable, at least that would be the limiting factor.

you can probably dumb down the graphic for the mines so there not that much of a resource, could just be a blinky red light on the ground.


I just have a problem with Consumables. Often times they are easy to use, have no downsides, and really only exist for people to burn off C-bills and deal a lot of damage.

I would much prefer if Artillery was a mech equipped weapon that required tag. Like the Tom cannon.





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