Dlardrageth, on 07 December 2011 - 12:42 AM, said:
So basically there needs to be a reason to make 1 LRM20 viable over 4 LRM5s. And vice versa as well perhaps?
I will somewhat discount the idea of interchangeable ammo, unless you absolutely want to assume each missile is loaded seperately, most likely loading will go with "ammo packs". Pretty much like in some RL MLRS/missile systems. Same issue would prevent fire from "half-loaded" missile racks pretty much. As you
do have an autoloader in BT/MW. At least I didn't hear of little midgets doing the job inside the Mechs.
So... the LRM20 could in fact have a slower reload/RoF rate than the 4 LRM5 packs. Not that hard to accomplish, even scaling up via LRM10s and LRM15s. But what to compensate it with? As mentioned already, 2 measly heat points alone are likely not going to cut it. How about tonnage/slot usage though? If using 4 LRM5s means you'd have to use uo 0.5 tons more per launcher, that would give you a 2-ton net gain on the LRM20 as well. Real issue here would be the scaling of LRM10s and LRM15s though.
Well, that could work by going with individual ammo bins for each weapon (similar to MW4, except that the ammo may/must be placed in either the same location as the launcher itself, or an immediately-adjacent torso or arm; that is, a CT-mounted launcher may have ammo in the CT, LT, or RT, but not the LA or RA, a LT-mounted launcher may have ammo in the LT, LA, or CT, but not the RT or RA, and so on) rather than all weapons of the same type sharing one ammo bin (TT/canon) and no "partial-load firing".
That way, we'd get:
1 LRM-20 with 1 ton of ammo
Weight: 11 tons (10 for weapon, 1 for ammo)
Criticals: 6 (5 for weapon, 1 for ammo)
Number of Salvos: 6
Heat per salvo: 6
Proposed Recycle: 10 sec
vs
4 LRM-5s with 1 ton of ammo each
Weight: 12 tons (8 for weapons, 4 for ammo)
Criticals: 8 (4 for weapons, 4 for ammo)
Number of Salvos: 24
Heat per salvo: 8 (2 from each launcher)
Proposed Recycle: 2.5 sec
This way, the single LRM-20 has the advantage in weight and space spent (allowing for more additional weapons, armor, ammo, and/or equipment) and less heat generated per salvo, while the quartet of LRM-5s would have the advantage of more salvos (it is carrying four times as many missiles, after all), higher proposed ROF (each launcher cycles faster, with the launchers cycling in parallel with one another), and system redundancy (one non-ammo critical hit would take out one launcher, leaving the rest operational).
Likewise for 1 LRM-15 vs 3 LRM-5s:
1 LRM-15 with 1 ton of ammo
Weight: 8 tons (7 for weapon, 1 for ammo)
Criticals: 4 (3 for weapon, 1 for ammo)
Number of Salvos: 8
Heat per salvo: 5
Proposed Recycle: 7.5 sec
vs
3 LRM-5s with 1 ton of ammo each
Weight: 9 tons (6 for weapons, 3 for ammo)
Criticals: 6 (3 for weapons, 3 for ammo)
Number of Salvos: 24
Heat per salvo: 6 (2 from each launcher)
Proposed Recycle: 2.5 sec
However, for 1 LRM-10 vs 2 LRM-5s, the differences become much smaller in terms of heat generated (same) and weight and space used (same tonnage, with a 1 critical-space advantage to the LRM-10), which tips the scales more strongly favor the twin LRM-5s' greater ammo, faster proposed ROF, and redundancy:
1 LRM-10 with 1 ton of ammo
Weight: 6 tons (5 for weapon, 1 for ammo)
Criticals: 3 (2 for weapon, 1 for ammo)
Number of Salvos: 12
Heat per salvo: 4
Proposed Recycle: 5 sec
vs
2 LRM-5s with 1 ton of ammo each
Weight: 6 tons (4 for weapons, 2 for ammo)
Criticals: 4 (2 for weapons, 2 for ammo)
Number of Salvos: 24
Heat per salvo: 4 (2 from each launcher)
Proposed Recycle: 2.5 sec
Your thoughts?
Edited by Strum Wealh, 07 December 2011 - 07:37 AM.