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We Need This Weapon


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#1 Mechwarrior Buddah

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Posted 15 October 2015 - 07:54 AM

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

Edited by Mechwarrior Buddah, 15 October 2015 - 07:55 AM.


#2 Narcissistic Martyr

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Posted 15 October 2015 - 08:07 AM

Well... extended LRMs are available in 3054... Long range was like 1170 m in TT so if it gets the same boost as LRMs did... something like 1800m. They weigh like twice as much and would be basically useless but hey whatever.

#3 Mechwarrior Buddah

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Posted 15 October 2015 - 08:09 AM

View PostNarcissistic Martyr, on 15 October 2015 - 08:07 AM, said:

Well... extended LRMs are available in 3054... Long range was like 1170 m in TT so if it gets the same boost as LRMs did... something like 1800m. They weigh like twice as much and would be basically useless but hey whatever.


Yeah but those are man portable NOW lol

#4 El Bandito

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Posted 15 October 2015 - 09:15 AM

ARROW IV. Cmon PGI. :angry:

Now that TAG is gonna be mighty popular if the laser damage reduction goes through, ARROW IV will definitely be useful.

Edited by El Bandito, 15 October 2015 - 09:16 AM.


#5 zagibu

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Posted 15 October 2015 - 10:06 AM

They are weak fragmentation warheads that would do nothing against a mech's armor.

#6 Mazzyplz

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Posted 15 October 2015 - 10:11 AM

you may want this weapon.

need is a word that doesn't fit here

#7 Narcissistic Martyr

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Posted 15 October 2015 - 10:26 AM

View PostMechwarrior Buddah, on 15 October 2015 - 08:09 AM, said:

Yeah but those are man portable NOW lol


Yes but current tanks don't have magic space armor that require so much explosive, heat, or kinetic energy to destroy that your missiles are basically all warhead.

#8 Khobai

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Posted 15 October 2015 - 11:00 AM

we definitely need ARROWIV consumables

it would be like a TAG-guided version of artillery/airstrike that does high damage to one target instead of being AOE

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.

Edited by Khobai, 15 October 2015 - 11:02 AM.


#9 Aethon

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Posted 15 October 2015 - 12:19 PM

View PostEl Bandito, on 15 October 2015 - 09:15 AM, said:

ARROW IV. Cmon PGI. :angry:

Now that TAG is gonna be mighty popular if the laser damage reduction goes through, ARROW IV will definitely be useful.


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

we definitely need ARROWIV consumables

it would be like a TAG-guided version of artillery/airstrike that does high damage to one target instead of being AOE

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.



Arrow IV missiles target a spot on the terrain, not the mech itself.

Also, please, for the love of God and all that is holy, leave Arrow IV missiles out of this game. The maps are not big enough, the teams are not big enough, and you know it would be implemented poorly and abused by people with little interest in actual mech combat.

#10 FupDup

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Posted 15 October 2015 - 12:20 PM

In the current timeline, Blazers would help out mechs with only 1 energy hardpoint and Mech Mortars would be an interesting new way to bombard people behind cover.

#11 Nathan Foxbane

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Posted 15 October 2015 - 01:54 PM

View PostAethon, on 15 October 2015 - 12:19 PM, said:





Arrow IV missiles target a spot on the terrain, not the mech itself.

Also, please, for the love of God and all that is holy, leave Arrow IV missiles out of this game. The maps are not big enough, the teams are not big enough, and you know it would be implemented poorly and abused by people with little interest in actual mech combat.

First error in your post: How Arrow IV missiles perform attacks depends on the missile type. The standard functions like normal artillery, which targets a map location, does splash damage, and scatters accordingly if it misses. Homing missiles require the target be designated with TAG in the turn (10 seconds long each) it arrives and does nothing if the target is not tagged successfully, acts like an AC/20 to the target and AC/5 to all units within 30 meters from up to five maps (17 hexes per map * 30 meters per hex = 2550 meters) away, or just does 5 damage to all targets within 30 meters if it misses a successfully designated target. It has a rate of fire of one missile every 10 seconds, a velocity of 55 meters per second, weights 15/12 tons (IS and Clan respectively) and consumes the number of slots it weights, carries five missiles per ton of ammo, and is immune to AMS. PGI is still unable to do real time ammo swaps (why we have Clan ACs that are identical to Clan LB-X ACs in every way except projectile) so Arrow IVs will only be able to carry one type of ammo, one of which is surprisingly inaccurate while the other requires a spotter with special equipment and is somewhat more accurate.

Second error: PGI's smallest maps along their narrowest axis are almost 2 km across and our largest maps are much bigger than that. It is only really abusible if PGI makes it a consumable, as an actual weapon it is a serious investment in crit space and tonnage.

Perhaps a more pertinent argument against Arrow IV is PGI has remained steadfast in their refusal to allow crit splitting.

Of note on ranges in BT games. Original range values were a compromise to the TT medium and financial pragmatism (few are going to play a game which requires dozens of mapsheets spread out on the floor of a whole room just to have semi-realistic ranges). So please stop comparing real word weapon ranges to the ranges of weapons in a game older than some of its players.

#12 50 50

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Posted 15 October 2015 - 02:37 PM

The problem with artillery weapons such as the Arrow IV is the range.
They are long, long range weapons.
Useless in the maps we have presently as a mountable mech weapon.
Probably best only implemented as another version of the artillery strike at the moment.
If we start to get maps massively larger than River City or Forest Colony, then it would be a nice addition for mechs and work nicely with the TAG.

#13 RedDevil

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Posted 15 October 2015 - 04:13 PM

What we really need is AP-Gauss and MAG shot for some decent light weight ballistic weapons.

#14 Lootee

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Posted 15 October 2015 - 04:30 PM

PGI wouldn't be able to add ArrowIV even if they wanted. The Inner Sphere version requires critical splitting between 2 locations. They take up 15 critical slots and the max you can have in any single location is 12.

It's beyond their technical capability.

#15 Livestick

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Posted 15 October 2015 - 04:34 PM

View PostEl Bandito, on 15 October 2015 - 09:15 AM, said:

ARROW IV. Cmon PGI. :angry:

Now that TAG is gonna be mighty popular if the laser damage reduction goes through, ARROW IV will definitely be useful.


Arrow IV is currently impossible because it requires split crits. PGI isn't likely to add that anytime soon.

Edit: Well, crap. Lootee ninja'd me.

Edited by Livestick, 15 October 2015 - 04:35 PM.


#16 CuriousCabbitBlue

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Posted 15 October 2015 - 04:41 PM

I might start playing again for new equipment, the customization got stale an boring for me

add fluids guns~ really want

add new laser

heck maybe new sub systems or something

or maybe the ability to tinker with servos or something

I really wanted to buy the origin pack but didn't cause it would pretty much the same stuff in a new skin =/

#17 El Bandito

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Posted 15 October 2015 - 06:01 PM

View PostLootee, on 15 October 2015 - 04:30 PM, said:

PGI wouldn't be able to add ArrowIV even if they wanted. The Inner Sphere version requires critical splitting between 2 locations. They take up 15 critical slots and the max you can have in any single location is 12.

It's beyond their technical capability.

View PostLivestick, on 15 October 2015 - 04:34 PM, said:


Arrow IV is currently impossible because it requires split crits. PGI isn't likely to add that anytime soon.

Edit: Well, crap. Lootee ninja'd me.


If we can have Arrow IV in MW2 and MW4 (which we did), then we can have ARROW IV in MWO. Don't be so close-minded. PGI can definitely work around crit issue if they have brains larger than a louse.

View PostAethon, on 15 October 2015 - 12:19 PM, said:

Arrow IV missiles target a spot on the terrain, not the mech itself.

Also, please, for the love of God and all that is holy, leave Arrow IV missiles out of this game. The maps are not big enough, the teams are not big enough, and you know it would be implemented poorly and abused by people with little interest in actual mech combat.


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.

Quote

Arrow IV launchers can be equipped with standard unguided area saturation missiles, causing massive damage to any unit within its 45-meter blast radius, or homing missiles which work in concert with forward units carrying Target Acquisition Gear to lessen collateral damage.

Edited by El Bandito, 15 October 2015 - 06:06 PM.


#18 Davers

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Posted 15 October 2015 - 06:46 PM

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


We need a mech version. 2k range LRMs

The 20 second travel time would be hilarious.

#19 Illya Ghost Bear

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Posted 15 October 2015 - 06:55 PM

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

wouldn't even scratch mech armor.

#20 Aethon

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Posted 17 October 2015 - 02:29 PM

View PostNathan Foxbane, on 15 October 2015 - 01:54 PM, said:

First error in your post: How Arrow IV missiles perform attacks depends on the missile type. The standard functions like normal artillery, which targets a map location, does splash damage, and scatters accordingly if it misses. Homing missiles require the target be designated with TAG in the turn (10 seconds long each) it arrives and does nothing if the target is not tagged successfully, acts like an AC/20 to the target and AC/5 to all units within 30 meters from up to five maps (17 hexes per map * 30 meters per hex = 2550 meters) away, or just does 5 damage to all targets within 30 meters if it misses a successfully designated target. It has a rate of fire of one missile every 10 seconds, a velocity of 55 meters per second, weights 15/12 tons (IS and Clan respectively) and consumes the number of slots it weights, carries five missiles per ton of ammo, and is immune to AMS. PGI is still unable to do real time ammo swaps (why we have Clan ACs that are identical to Clan LB-X ACs in every way except projectile) so Arrow IVs will only be able to carry one type of ammo, one of which is surprisingly inaccurate while the other requires a spotter with special equipment and is somewhat more accurate.

Second error: PGI's smallest maps along their narrowest axis are almost 2 km across and our largest maps are much bigger than that. It is only really abusible if PGI makes it a consumable, as an actual weapon it is a serious investment in crit space and tonnage.

Perhaps a more pertinent argument against Arrow IV is PGI has remained steadfast in their refusal to allow crit splitting.

Of note on ranges in BT games. Original range values were a compromise to the TT medium and financial pragmatism (few are going to play a game which requires dozens of mapsheets spread out on the floor of a whole room just to have semi-realistic ranges). So please stop comparing real word weapon ranges to the ranges of weapons in a game older than some of its players.


I know how Arrow IV works. My point being, PGI will not implement multiple ammo types (they still have not for LBX weaponry), and you know as well as I do they will screw it up. Look how long it took for them to even touch ECM balance.





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