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We Need This Weapon


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#21 Aethon

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Posted 17 October 2015 - 02:34 PM

View PostEl Bandito, on 15 October 2015 - 06:01 PM, said:

Wrong. Arrow IV can also act as a homing missile to target mechs, which they did in MW2, and MW4, and in the novels. People with little interest in actual mech combat do not play this game, they play WoT.


MW4 was an arcade game. MW2 was a game that let you one-shot people using Arrow IV. Neither implementation is a grand idea.

Seriously, we have other weapons in the near timeline that are a much better idea, and much easier to balance.

#22 El Bandito

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Posted 17 October 2015 - 07:50 PM

View PostAethon, on 17 October 2015 - 02:34 PM, said:

MW4 was an arcade game. MW2 was a game that let you one-shot people using Arrow IV. Neither implementation is a grand idea.

Seriously, we have other weapons in the near timeline that are a much better idea, and much easier to balance.


You are sadly mistaken if you think MWO is any less arcadey than MW4. Hell, MW4 even had heat penalty, passive and active radars, and cockpit glass damage, something MWO lacks.

Edited by El Bandito, 17 October 2015 - 10:22 PM.


#23 Whatzituyah

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Posted 17 October 2015 - 09:01 PM

View PostEl Bandito, on 17 October 2015 - 07:50 PM, said:


You are sadly mistaken if you think MWO is any less arcadey than MW4.


You know hes right it does feel pretty arcade like even with CW. The reason because its like call of duty with mechs.

#24 Aethon

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Posted 21 October 2015 - 07:20 PM

View PostEl Bandito, on 17 October 2015 - 07:50 PM, said:

You are sadly mistaken if you think MWO is any less arcadey than MW4. Hell, MW4 even had heat penalty, passive and active radars, and cockpit glass damage, something MWO lacks.


And MW4 lacks DOT weaponry, a working crit system, realistic cockpits, realistic ammunition counts, and a host of other things.

That türd of a game was closer to MechAssault than a sim.

Edited by Aethon, 21 October 2015 - 07:22 PM.


#25 El Bandito

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Posted 21 October 2015 - 07:28 PM

View PostAethon, on 21 October 2015 - 07:20 PM, said:

And MW4 lacks DOT weaponry, a working crit system, realistic cockpits, realistic ammunition counts, and a host of other things.

That türd of a game was closer to MechAssault than a sim.


Realistic cockpits? What is that? You mean the "Auto-Detect? NO!" defunct monitors?

Realistic ammunition counts? What is that? MW4 had ammo system and it worked, AFAIK.

MWO is sadly featureless, when you take in the fact that MW4 was out developed TWELVE years before MWO.

#26 Aethon

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Posted 21 October 2015 - 07:39 PM

View PostEl Bandito, on 21 October 2015 - 07:28 PM, said:


Realistic cockpits? What is that? You mean the "Auto-Detect? NO!" defunct monitors?

Realistic ammunition counts? What is that? MW4 had ammo system and it worked, AFAIK.

MWO is sadly featureless, when you take in the fact that MW4 was out developed TWELVE years before MWO.


More realistic than putting a couple bars in front of you and calling it a cockpit, yes. MW3 had better cockpits than MW4, by far.

Realistic ammo counts, yes. As in, you did not automatically get 3-5 free tons of ammo with each weapon, and never have to worry about it being cooked off. You actually have to equip ammo in this game, and find good places to keep it.

I agree that MWO is sadly featureless. But MW4 was a really crappy game. MW3 was a much better sim, with netcode being MW4's only real improvement. Even MW4's mapping/radar system was dumbed-down from MW3's. It was a massive letdown, and I only kept playing it because no one was playing MW3 online in leagues at the time.

#27 Kjudoon

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Posted 21 October 2015 - 08:02 PM

Mechmortars as an indirect ballistic semi guided weapon.  One chage of direction at its apogee or where the crosshairs are.

Edited by Kjudoon, 21 October 2015 - 08:04 PM.


#28 FupDup

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Posted 21 October 2015 - 08:05 PM

View PostKjudoon, on 21 October 2015 - 08:02 PM, said:

Mechmortars as an indirect ballistic semi guided weapon. One chage of direction at its apogee or where the crosshairs are.

Mech mortars are actually classified as missile-type weapons in Battletech.

In fact, one of their main selling points in fluff is that they are immune to AMS.

#29 Kjudoon

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Posted 21 October 2015 - 08:14 PM

Yes i know. But since lore is not much of a guide anymore it would be a great way to make ballistics more interesting to some people and give an indirect fire option to those hardpoints as well as continuing the Ms immunity.

That is why i would go with the change to make the ballistics. Picturing a firestarter with 2 2packs on it could be fun.

#30 Y E O N N E

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Posted 21 October 2015 - 08:18 PM

View PostFupDup, on 21 October 2015 - 08:05 PM, said:

Mech mortars are actually classified as missile-type weapons in Battletech.

In fact, one of their main selling points in fluff is that they are immune to AMS.


On the one hand, calling a mortar a missile (yes yes, in strict definitions, any projectile is a missile) is ridiculous.

On the other hand, it lets you use your otherwise undesirable missile hard-points to house a poor man's AC and deliver PPFLD from a distance, with the only caveat being you have to lob it and it's a bit slow.

#31 Kjudoon

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Posted 21 October 2015 - 08:24 PM

Mortar rounds generally dont have a mototlr so they are ballistic in nature. So thats "undesirable ballistic hardpoints".

It would make a lot of bad mechs so much better.

Mortar rounds generally dont have a mototlr so they are ballistic in nature. So thats "undesirable ballistic hardpoints".

It would make a lot of bad mechs so much better.

#32 sycocys

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Posted 21 October 2015 - 08:26 PM

View PostDavers, on 15 October 2015 - 06:46 PM, said:

The 20 second travel time would be hilarious.

Put them in just for this.

#33 FupDup

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Posted 21 October 2015 - 08:33 PM

View PostYeonne Greene, on 21 October 2015 - 08:18 PM, said:


On the one hand, calling a mortar a missile (yes yes, in strict definitions, any projectile is a missile) is ridiculous.

On the other hand, it lets you use your otherwise undesirable missile hard-points to house a poor man's AC and deliver PPFLD from a distance, with the only caveat being you have to lob it and it's a bit slow.

Here are my makeshift space-magic explanations that I thought of about a minute ago:

A. With their naming conventions (e.g. Mech Mortar 8), it implies that they need multiple barrels/tubes. Ballistics around here usually seem to be either single-barrel or rotary-barrel, being long and thin. For mounting these mortar tubes, I visualize it as requiring a large flat and horizontal space like the missile weapons we already have.

B. From a game mechanics standpoint, their heat, damage per ton, huge minimum range, and spread-damage nature make them behave more akin to the average missile weapon than ballistics (which are usually low heat, low damage per ton, with little or no min range).

C. They have limited guidance mechanisms, which is a characteristic more common to missiles than cannon shells.


Space magic aside, from a fooling around standpoint I think that keeping them as missiles would add a fairly unique and oddball new member of the missile family.


One little idea I had in my mind was if we had "hybrid hardpoints" like Mechwarrior 4, Mech Mortars could be counted normally as missiles but with the ability to be mounted in "direct fire" hardpoints as well (normally reserved for your choice of energy and/or ballistics). But alas, that's a Mechwarrior 4 thing...

#34 White Bear 84

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Posted 21 October 2015 - 08:37 PM

View PostKhobai, on 15 October 2015 - 11:00 AM, said:

youd launch the ARROWIV and then it would home in on whatever mech you have TAGGED, the longer you TAG it for, the more accurate the missile is.


And to avoid cries of OP, make it effective with TAG only. reason for info tech and situational weapon only. one use. Make it a module that has a tonnage as well, so there is a trade off for that 20 points of tagged damage.

Edited by White Bear 84, 21 October 2015 - 08:38 PM.


#35 Whatzituyah

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Posted 21 October 2015 - 08:41 PM

So mech mortars are basically a dumb fire LRM? Im ok with this!

#36 Kjudoon

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Posted 21 October 2015 - 09:12 PM

Semi guided and almost the speed of an ac20 or as fast as a NARC. They get 1 correction point instead of 4 and splash damage. Damage maxes out at 8 for the largest launcher so it will possibly cycle like an ac10 or lrm5 range. Indirect fire would mean having to deal with overhead obstacles as well as the sMe kind of spread as an lbx or lrm 5.

All i. All an awesome hybrid weapon immune to ams and functional without locks unlike lrms.

If they go on missile points imagine a cat a1 with 6 of them.

Funsies.

#37 Trolzylulzy

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Posted 21 October 2015 - 09:27 PM

Extended range LRMs.

******* why.

#38 FupDup

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Posted 22 October 2015 - 06:04 AM

View PostKjudoon, on 21 October 2015 - 09:12 PM, said:

Semi guided and almost the speed of an ac20 or as fast as a NARC. They get 1 correction point instead of 4 and splash damage. Damage maxes out at 8 for the largest launcher so it will possibly cycle like an ac10 or lrm5 range. Indirect fire would mean having to deal with overhead obstacles as well as the sMe kind of spread as an lbx or lrm 5.

All i. All an awesome hybrid weapon immune to ams and functional without locks unlike lrms.

If they go on missile points imagine a cat a1 with 6 of them.

Funsies.

Actually it's 2 damage per mortar (if using armor-piercing ammo, at least, which is probably the default), which means a max of 16 damage for a Mech Mortar 8.

Given their parabolic arc, I don't think much spread would be needed at all. Hitting somebody with that would be pretty damn hard, as we've seen with Long Toms in MW4.

#39 MeiSooHaityu

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Posted 22 October 2015 - 06:07 AM

View PostMechwarrior Buddah, on 15 October 2015 - 07:54 AM, said:

The 40mm missile can be fired from a handheld grenade launcher and hit targets more than 2,000 yards away. A standard 40mm grenade launcher has a range of around 150 yards.

This is man portable

https://www.facebook...?type=3

Its called a mini pike lol

We need a mech version. 2k range LRMs



I'll just put this right here...
"Davy Crockett"
https://en.m.wikiped...(nuclear_device)

Edited by MeiSooHaityu, 22 October 2015 - 06:08 AM.


#40 Kjudoon

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Posted 22 October 2015 - 06:08 AM

View PostFupDup, on 22 October 2015 - 06:04 AM, said:

Actually it's 2 damage per mortar (if using armor-piercing ammo, at least, which is probably the default), which means a max of 16 damage for a Mech Mortar 8.

Given their parabolic arc, I don't think much spread would be needed at all. Hitting somebody with that would be pretty damn hard, as we've seen with Long Toms in MW4.

True, but when you do hit, it will be spectacular. Besides, I recall the weight being between that of an LRM and AC.





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