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Changes In Missile Hardpoints


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#1 Atak Snajpera

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Posted 25 July 2015 - 01:06 AM

Number of tubes on mech should determine how many missiles you can equip. If cooldown factor for missiles is just a reload time I think this makes more sense.

For example:
Atlas D-DC has 3 missile pods. One with 10 missile tubes and two with 5 missile tubes.

Posted Image

So in this case boating LRM20 + LRM20 + LRM10 would not be possible. However you could now equip 10 streaks :) instead of 3. You could also use 4xLRM5 or 5xSRM4.

#2 Sarlic

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Posted 25 July 2015 - 01:13 AM

I want the extra module slot on the D-DC back. That's more important then tubes.

#3 Juodas Varnas

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Posted 25 July 2015 - 01:17 AM

Atlas isn't even supposed to have that many Missile tubes.
Lore-wise, they couldn't even fit more than 5 tubes, so the LRM20 it had was a rapid firing launcher that shot 4 volleys of 5 missiles. You know? Like it USED to be, before the f*cking b.s that is the Dynamic Weapon Geometry.
<_<

PGI, YOU BETRAYED THE LORE
Posted Image

Edited by Juodas Varnas, 25 July 2015 - 01:28 AM.


#4 zagibu

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Posted 25 July 2015 - 01:25 AM

I agree, the hardpoint system is a bit weird for missile launchers. You can fit a huge launcher with 20 tubes, but somehow only a single 2 tube launcher in the same spot.

#5 Cyborne Elemental

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Posted 25 July 2015 - 01:26 AM

Its too bad those tube counts don't dictate missle accuracy.

Cram a LRM-20 into a hardpoint with 5 tubes, gives you LRM-5 accuracy ect.
As a tradeoff for the slower cooldown, shrug.
.

#6 Juodas Varnas

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Posted 25 July 2015 - 01:32 AM

View PostMister D, on 25 July 2015 - 01:26 AM, said:

Its too bad those tube counts don't dictate missle accuracy.

Cram a LRM-20 into a hardpoint with 5 tubes, gives you LRM-5 accuracy ect.
As a tradeoff for the slower cooldown, shrug.
.

Smaller launchers shouldn't even give you better accuracy and lower cooldowns.
It's fine for ACs, because the weight/ damage increase isn't linear, but with LRMs it is, so the spread and cooldown should be identical across all the missile launchers.
There's a reason why people will always use 3xLRM5s instead of an LRM15 or 4x LRM5s instead of a LRM20.
They're better in every single possible way.

It just unnecessarily punishes mechs that are already punished by being hardpoint starved.
(I also hate how Clan LRMs are not only 50% lighter, don't have all-or-nothing minimum range, but also shoot in streams with tighter spread and faster projectile speed than IS counterparts. Seriously, the streams' only downside is the SLIGHTLY higher susceptibility to AMS, which not that many people run nowadays, because of the prevalence of ECM.

#7 Atak Snajpera

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Posted 25 July 2015 - 01:46 AM

Another example how current system is illogical

Hunch with 2x10LRM has 20 tubes but 1x20LRM has only 10 tubes.
Posted Image
Posted Image

#8 ZippySpeedMonkey

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Posted 25 July 2015 - 02:52 AM

A much simpler solution would be to assign each mech a number of actual missile slots that the player could then fill any way they like. For example:

An Atlas - 4 slots = 1- lrm 20, or 2- lrm 10's, or 4 lrm 5's
A Jagrmech - 3 slots = 1 - lrm 15, or 1 lrm 10 + 1 lrm 5, or 3 lrm 5's
Etc.

Another thing they have to do is implement a jamming feature (as seen on Ultra AC's) for those players who go for the multi launcher missile spamming builds...

#9 zagibu

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Posted 25 July 2015 - 02:54 AM

View PostZippySpeedMonkey, on 25 July 2015 - 02:52 AM, said:

A much simpler solution would be to assign each mech a number of actual missile slots that the player could then fill any way they like. For example:

An Atlas - 4 slots = 1- lrm 20, or 2- lrm 10's, or 4 lrm 5's
A Jagrmech - 3 slots = 1 - lrm 15, or 1 lrm 10 + 1 lrm 5, or 3 lrm 5's
Etc.

Another thing they have to do is implement a jamming feature (as seen on Ultra AC's) for those players who go for the multi launcher missile spamming builds...


What about the short range launchers?

#10 Joseph Mallan

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Posted 25 July 2015 - 03:17 AM

View PostAtak Snajpera, on 25 July 2015 - 01:06 AM, said:

Number of tubes on mech should determine how many missiles you can equip. If cooldown factor for missiles is just a reload time I think this makes more sense.

For example:
Atlas D-DC has 3 missile pods. One with 10 missile tubes and two with 5 missile tubes.

Posted Image

So in this case boating LRM20 + LRM20 + LRM10 would not be possible. However you could now equip 10 streaks :) instead of 3. You could also use 4xLRM5 or 5xSRM4.

Except The original art for the Atlas
Posted Image
has a SRM 6 and 5 LRM tubes for the 20 rack. There was even fluff that the System fired 4 groups of 5. So... No.

#11 Juodas Varnas

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Posted 25 July 2015 - 03:21 AM

View PostJoseph Mallan, on 25 July 2015 - 03:17 AM, said:

Except The original art for the Atlas
Posted Image
has a SRM 6 and 5 LRM tubes for the 20 rack. There was even fluff that the System fired 4 groups of 5. So... No.

That's how it SHOULD be and how it WAS, before... The PGI nation attacked and ruined everything with their Dynamic Hardpoint nonsense.

#12 Joseph Mallan

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Posted 25 July 2015 - 03:40 AM

View PostJuodas Varnas, on 25 July 2015 - 03:21 AM, said:

That's how it SHOULD be and how it WAS, before... The PGI nation attacked and ruined everything with their Dynamic Hardpoint nonsense.

Don't give PGI all the blame
Posted Image
How many Missile tubes does this Atlas have? Is that 2 LRM10s or 1 LRM20 or 4 LRM5s?

#13 Juodas Varnas

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Posted 25 July 2015 - 03:46 AM

View PostJoseph Mallan, on 25 July 2015 - 03:40 AM, said:

Don't give PGI all the blame
Posted Image
How many Missile tubes does this Atlas have? Is that 2 LRM10s or 1 LRM20 or 4 LRM5s?

Well, Battletech Artwork isn't known for being consistent, to say the least.
Posted Image
However, PGI has shown that they want to follow descriptions/stats, more than the artwork (hence the Full-arm Dragon, which i'd much prefer to not have that lower arm actuator, to be honest)

Edited by Juodas Varnas, 25 July 2015 - 03:48 AM.


#14 Joseph Mallan

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Posted 25 July 2015 - 03:48 AM

my Take on it is all Missile HPs would be designed for max 20 missiles and this way any system installed can fire in a single salvo.

#15 stjobe

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Posted 25 July 2015 - 04:13 AM

View PostJoseph Mallan, on 25 July 2015 - 03:48 AM, said:

my Take on it is all Missile HPs would be designed for max 20 missiles and this way any system installed can fire in a single salvo.

Except that it flies in the face of lore:

Quote

For long ranges, the 'Mech carries a FarFire Maxi-Rack LRM-20 in the left torso that allows it to both fire directly at an enemy target at long range, and to give indirect fire support when needed. Unable to fit a full twenty-tube system on the 'Mech, the FarFire instead launches the missiles in waves of five over the course of ten seconds and carries two tons of reloads for twelve such salvos.
- http://www.sarna.net...las_(BattleMech)

It also makes a mockery of just about any light 'mech:

Posted Image
(COM-2D with 2xLRM-10 on the two RA missile hardpoints)

Edited by stjobe, 25 July 2015 - 04:14 AM.


#16 Juodas Varnas

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Posted 25 July 2015 - 04:20 AM

View Poststjobe, on 25 July 2015 - 04:13 AM, said:

Except that it flies in the face of lore:

- http://www.sarna.net...las_(BattleMech)

It also makes a mockery of just about any light 'mech:

Posted Image
(COM-2D with 2xLRM-10 on the two RA missile hardpoints)

Posted Image
I had forgotten how dreadful Commando's missiles looked.
I didn't need a reminder :(

#17 Atak Snajpera

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Posted 25 July 2015 - 05:06 AM

View PostJoseph Mallan, on 25 July 2015 - 03:17 AM, said:

Except The original art for the Atlas
Posted Image
has a SRM 6 and 5 LRM tubes for the 20 rack. There was even fluff that the System fired 4 groups of 5. So... No.


Does original tabletop game allow customization like we have in MWO? You guys must finally realize that this is a video game. You are mentally frozen in 80s. Some rules must be changed. 3 streaks in 3 hardpoint is illogical when you can boat 2xLRM20+1xLRM10. The same stupidity is with ONE MACHINE GUN per balistic hardpoint. Jagger DD could easily fit 3 machine guns in one ballistic slot.
I'm also not big fan of this artificial quirk system.

Edited by Atak Snajpera, 25 July 2015 - 05:09 AM.


#18 Lord Perversor

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Posted 25 July 2015 - 05:24 AM

View PostAtak Snajpera, on 25 July 2015 - 05:06 AM, said:


Does original tabletop game allow customization like we have in MWO? You guys must finally realize that this is a video game. You are mentally frozen in 80s. Some rules must be changed. 3 streaks in 3 hardpoint is illogical when you can boat 2xLRM20+1xLRM10. The same stupidity is with ONE MACHINE GUN per balistic hardpoint. Jagger DD could easily fit 3 machine guns in one ballistic slot.
I'm also not big fan of this artificial quirk system.


TT modification was fixed to the crits and time/cost of modification.

On TT you was able to get as much weapons as Crit slots your mech had or even put those on sections like legs if i remember.

#19 Alistair Winter

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Posted 25 July 2015 - 05:56 AM

View PostJuodas Varnas, on 25 July 2015 - 01:17 AM, said:

PGI, YOU BETRAYED THE LORE
Posted Image

There aren't enough likes on the internet for this post.

#20 GonaDie

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Posted 25 July 2015 - 08:14 AM

View Poststjobe, on 25 July 2015 - 04:13 AM, said:

Except that it flies in the face of lore:

- http://www.sarna.net...las_(BattleMech)

It also makes a mockery of just about any light 'mech:

Posted Image
(COM-2D with 2xLRM-10 on the two RA missile hardpoints)

Oh my god, OH MY GOD! IT'S SO UGLY!





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