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How To Implement Thunder Lrms?

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#1 TheArisen

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Posted 08 October 2015 - 08:44 PM

The "Thunder" lrm is an in timeline ammo type for lrms. It's basically a long range mine layer.
http://www.sarna.net/wiki/Thunder_LRM

The thing is, they could be ridiculous if boated. With that in mind, how to implement them into MWO in a balanced fashion?

Maybe a activation timer so you can't drop em at someones feet or they can't do direct DMG. They'd have to land on the ground and activate to be able to do DMG.

What are your thoughts on how to do Thunder lrms?

Edited by TheArisen, 08 October 2015 - 08:45 PM.


#2 Durant Carlyle

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Posted 08 October 2015 - 08:54 PM

How about we don't have targetable minefields, because there is no "balanced" way to do it. It would have to use the arty/air targeting because we cannot target terrain any other way.

#3 TheArisen

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Posted 08 October 2015 - 09:08 PM

View PostDurant Carlyle, on 08 October 2015 - 08:54 PM, said:

How about we don't have targetable minefields, because there is no "balanced" way to do it. It would have to use the arty/air targeting because we cannot target terrain any other way.


Well you wouldn't lock onto the ground. You'd just point your reticle where you want to put em.

#4 Novakaine

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Posted 08 October 2015 - 09:14 PM

Won't happen pgi won't implement anything to do with the M word.
Except add another freaking ecm mech :angry:

#5 El Bandito

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Posted 08 October 2015 - 09:17 PM

Make it so that those mines are not detectable once planted (ie, can't be locked on) and are not too easy to spot. Mech with BAP however, can lock onto them just fine in 240 meter radius within LoS. That will probably teach people to bring BAP.

Edited by El Bandito, 08 October 2015 - 09:18 PM.


#6 TheArisen

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Posted 08 October 2015 - 09:21 PM

View PostEl Bandito, on 08 October 2015 - 09:17 PM, said:

Make it so that those mines are not detectable once planted (ie, can't be locked on) and are not too easy to spot. Mech with BAP however, can lock onto them just fine in 240 meter radius within LoS. That will probably teach people to bring BAP.


I like it. It's a clear counter to them.

#7 bad arcade kitty

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Posted 08 October 2015 - 09:21 PM

the near future
pgi implemented thunder lrms
a new score event starts and everybody (and their mother) packs thunder lrms and throws minefileds all around the map hoping for some easy damage.... :ph34r:

#8 TheArisen

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Posted 08 October 2015 - 09:25 PM

View Postbad arcade kitty, on 08 October 2015 - 09:21 PM, said:

the near future
pgi implemented thunder lrms
a new score event starts and everybody (and their mother) packs thunder lrms and throws minefileds all around the map hoping for some easy damage.... :ph34r:


Well that's kind of the point of this thread. How to implement them in a balanced way. If they were a liability in direct combat people might not go crazy with em.

#9 Khobai

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Posted 08 October 2015 - 09:32 PM

youd need to prevent someone from taking a 100 ton mech and spamming them EVERYWHERE on the map.

either they need a short duration before they despawn or they need very limited ammo

Quote

Make it so that those mines are not detectable once planted


except they should be detectable. the purpose of minefields in MWO should be area denial. minefields should be a deterrent for mechs NOT to go into an area. They shouldnt be an undetectable way to blow off mech's legs.

And BAP is already way overpowered as is. It doesnt need to be even more compulsory. If anything there should be less reasons to take BAP or only certain mechs should be able to take BAP.

Edited by Khobai, 08 October 2015 - 09:42 PM.


#10 Anarcho

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Posted 08 October 2015 - 10:50 PM

Mines lost "battery power" after 60s or less, auto detonating themselves.
This way the map cant be filled forever with mines...

Mines are detectable visualy in about 90mts, bap/sensor range gives you extra 90mts and show it on your radar.

Mines can be destroyed with MGs or Ballistics.

If you stop and think, thinder Lrms/mines can be a good tool against nascar/deathball.

#11 El Bandito

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Posted 08 October 2015 - 11:19 PM

View PostKhobai, on 08 October 2015 - 09:32 PM, said:

except they should be detectable. the purpose of minefields in MWO should be area denial. minefields should be a deterrent for mechs NOT to go into an area. They shouldnt be an undetectable way to blow off mech's legs.

And BAP is already way overpowered as is. It doesnt need to be even more compulsory. If anything there should be less reasons to take BAP or only certain mechs should be able to take BAP.


You can still see them, but cannot lock on to them. That's what I meant by undetectable. If you trip on one and get your leg blown off, then that's due to your lack of awareness. BAP is only for locking on to them. Kinda like when dealing with UAVs.

Edited by El Bandito, 08 October 2015 - 11:28 PM.


#12 Vellron2005

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Posted 09 October 2015 - 01:59 AM

This whole thread and weapon system have "Friendly fire" written all over it...

#13 TheArisen

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Posted 09 October 2015 - 04:58 AM

View PostVellron2005, on 09 October 2015 - 01:59 AM, said:

This whole thread and weapon system have "Friendly fire" written all over it...


Indeed. It may not be lore but what if the missiles recognized IFF (friend/for)?

#14 Kotzi

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Posted 09 October 2015 - 05:04 AM

Yay, 15 Minutes of static gameplay because each team is waiting for the other to engage. :wacko:

#15 Mechwarrior Buddah

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Posted 09 October 2015 - 05:10 AM

Gotta implement good LRMs first and we dont have that because the second theyre deemed good; the playerbase at large screams and stamps their feet till theyre nerfed again

#16 InspectorG

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Posted 09 October 2015 - 06:02 AM

View PostTheArisen, on 08 October 2015 - 08:44 PM, said:


What are your thoughts on how to do Thunder lrms?


Ugh....

Fix regular LRMs first?

#17 Monkey Lover

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Posted 09 October 2015 - 07:13 AM

View PostKhobai, on 08 October 2015 - 09:32 PM, said:

youd need to prevent someone from taking a 100 ton mech and spamming them EVERYWHERE on the map.

either they need a short duration before they despawn or they need very limited ammo



except they should be detectable. the purpose of minefields in MWO should be area denial. minefields should be a deterrent for mechs NOT to go into an area. They shouldnt be an undetectable way to blow off mech's legs.

And BAP is already way overpowered as is. It doesnt need to be even more compulsory. If anything there should be less reasons to take BAP or only certain mechs should be able to take BAP.


Limit them to 1mine per hardpoints with long cool downs. This would help a lot of the lights with missile hard points most can't use. 100ton mechs would be wasting their hardpoints using them.

#18 Kalimaster

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Posted 09 October 2015 - 07:21 AM

Okay. Limit the number of launchable mine salvos. You would purchase a salvo of Thunder LRM's and slip it into a slot inside your LRM launcher, using the sub-slots or internal slots for this. Each mine would only do 1 point of damage and scatter when fired. Thus a player with two LRM 15's such as on a Catapult could fire one such mine feild, consisting of 30 mines. When you hit a mine, Bitching Betty gives a warning of Mines.

#19 Khobai

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Posted 09 October 2015 - 09:10 AM

Quote

Fix regular LRMs first?


LRMs were a really bad weapon even in tabletop

Their only real saving grace was all the different types of ammo they could use

They were more of a utility weapon that could do things like burn down forests, lay minefields, hit indirect targets, etc...





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