

Lrm Hit Beyond 1100M ?
#1
Posted 11 February 2016 - 06:29 PM
I looked into the Mechlab and i found no Catapult with Missile Range Quirks and the Module does 10% so max is 1100m afaik.
So why am i being hit/damaged?
#2
Posted 11 February 2016 - 06:31 PM
Thorqemada, on 11 February 2016 - 06:29 PM, said:
I looked into the Mechlab and i found no Catapult with Missile Range Quirks and the Module does 10% so max is 1100m afaik.
So why am i being hit/damaged?
Edit cause for some reason, it didn't do the whole original post:
LRM range module + 10% range quirk (10%) tacks on another 100m (20%) for a total range of 1200. You sure it was a Catapult that did it?
Edited by wanderer, 11 February 2016 - 07:32 PM.
#3
Posted 11 February 2016 - 06:38 PM
#4
Posted 11 February 2016 - 06:42 PM
and i know your thinking "its cool, id like to try that..." ......just don't dude.......there are so many things wrong with this whole thing, lol.
#5
Posted 11 February 2016 - 06:48 PM
#6
Posted 11 February 2016 - 06:51 PM
#7
Posted 11 February 2016 - 07:49 PM
#8
Posted 11 February 2016 - 07:58 PM
Troutmonkey, on 11 February 2016 - 06:48 PM, said:
Actually, if you fire LRMs at a stationary target and then walk out of range after firing, the LRMs will not hit the target. Because the distance between you and the target is measured on impact, not on firing.
#9
Posted 11 February 2016 - 08:09 PM
Tarogato, on 11 February 2016 - 07:58 PM, said:
LRMs don't check for distance on impact, that just explode in the air after travelling 1000m horizontally.
#10
Posted 11 February 2016 - 08:15 PM
Troutmonkey, on 11 February 2016 - 08:09 PM, said:
False.
Go to training grounds on an open map like alpine or something, sit at 999m from a target with stock LRMs, fire, and you'll hit. Fire again, and then back away from the target before impact, and the LRMs will not hit. LRM range is always measured from where your mech currently is, not where it was when you fired them.
Try it in reverse by sitting at 1010m from the target. You won't get a hit. But if you fire at 1010m, and then walk forward to within 1000m while the LRMs are in the air, the LRMs will hit.
(assuming no LRM module, assuming no missile or LRM range quirks)
Edited by Tarogato, 11 February 2016 - 08:18 PM.
#11
Posted 11 February 2016 - 08:26 PM
The LRM boat would need a spotter AND the LRMs would have to travel incredible distances just to arrive AND have the range modules.
You are literally doing it wrong.
#12
Posted 11 February 2016 - 08:34 PM

#13
Posted 11 February 2016 - 08:50 PM
Personally I think the self-destructing missiles are pretty stupid. I'd like to see them run out of fuel instead, and continue in the direction they were going without further guidance or course correction until they hit something and explode. That way they'd have an extreme range like other weapons after which they do drastically reduced damage, with the damage reduction being applied naturally by spread and scatter. Could be fun dropping them as an area effect annoyance too.
#14
Posted 11 February 2016 - 08:53 PM
Tarogato, on 11 February 2016 - 08:15 PM, said:
False.
Go to training grounds on an open map like alpine or something, sit at 999m from a target with stock LRMs, fire, and you'll hit. Fire again, and then back away from the target before impact, and the LRMs will not hit. LRM range is always measured from where your mech currently is, not where it was when you fired them.
Try it in reverse by sitting at 1010m from the target. You won't get a hit. But if you fire at 1010m, and then walk forward to within 1000m while the LRMs are in the air, the LRMs will hit.
(assuming no LRM module, assuming no missile or LRM range quirks)
Hmm. Training grounds can be super dodgy sometimes. However if this is indeed the mechanic than it's a really really dumb way to do it. That said, I don't doubt PGI do a lot of things in the worst way possible.
#15
Posted 11 February 2016 - 08:53 PM
Otto Cannon, on 11 February 2016 - 08:50 PM, said:
Personally I think the self-destructing missiles are pretty stupid. I'd like to see them run out of fuel instead, and continue in the direction they were going without further guidance or course correction until they hit something and explode. That way they'd have an extreme range like other weapons after which they do drastically reduced damage, with the damage reduction being applied naturally by spread and scatter. Could be fun dropping them as an area effect annoyance too.
You can dumb-fire LRMs at a visible spot already.
That's what I do with ecm mechs who thinks they are safe in the open.
#17
Posted 11 February 2016 - 08:57 PM
Otto Cannon, on 11 February 2016 - 08:50 PM, said:
It makes sense that they simply explode after a certain distance/time. Because why would you let live missiles just go where ever if they don't reach the target? Undetonated ordinance is a huge hazard.
#18
Posted 11 February 2016 - 09:05 PM
Tarogato, on 11 February 2016 - 08:57 PM, said:
Same reason autocannon rounds don't self-destruct if you miss. The projectile can't know whether you missed a close target or were deliberately firing at extreme range and it just hasn't hit yet. There's literally no good reason to make weapons fail automatically before hitting a valid target. With the amount of environmental destruction involved in a mech battle anyway, and the high stakes involved, it would be gross stupidity of the highest order to deliberately gimp a single weapon type and possibly get your pilots killed rather than risk a crater in the ground somewhere.
Edited by Otto Cannon, 11 February 2016 - 09:15 PM.
#19
Posted 12 February 2016 - 11:10 AM
#20
Posted 13 February 2016 - 07:33 AM
lrms used to have 1000m travel distance, so they never hit a target 1000 away...
and now they actually do have 1000+ ranges? madness!
(i must have missed the patch that did this)
Edited by Aramoro999, 13 February 2016 - 07:34 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users