Missile Weapons: Thunderbolt Missile & Mech Mortar
Started by Ch_R0me, May 09 2016 12:19 PM
Gameplay Loadout
8 replies to this topic
#1
Posted 09 May 2016 - 12:19 PM
Thunderbolts - the missiles. Each one strong as shell from autocannon (excluding AC/2, but including Gauss Rifle, since one type have the same damage as the Gauss).
Decent range, but easily to get down by AMS, also - they're unguided. According to Sarna.net, the first missiles are ready in 3053 - just one year later.
Another thing:
Mech Mortars. Predecessors of the LRM's, they have worse parameters in the terms of guidance, aiming, damage and ammo/ton, but they are much cheaper, and AMS will NOT protect against the shells (since shells are normally in ballistic domain).
Opinions?
Decent range, but easily to get down by AMS, also - they're unguided. According to Sarna.net, the first missiles are ready in 3053 - just one year later.
Another thing:
Mech Mortars. Predecessors of the LRM's, they have worse parameters in the terms of guidance, aiming, damage and ammo/ton, but they are much cheaper, and AMS will NOT protect against the shells (since shells are normally in ballistic domain).
Opinions?
#2
Posted 09 May 2016 - 01:35 PM
Maybe we'll get the Thunderbolt and other new weapons with Solaris?
#3
Posted 09 May 2016 - 02:11 PM
I would love to see the mech based Long Tom myself
#4
Posted 09 May 2016 - 02:40 PM
I'd rather not have Thunderbolt missiles.... They have a bad habit of being blown out of the sky by AMS or blowing up on the Mech that wants to launch it, dealing that damage to the Mech wanting to launch it when it takes damage....
#5
Posted 09 May 2016 - 02:56 PM
Metus regem, on 09 May 2016 - 02:40 PM, said:
I'd rather not have Thunderbolt missiles.... They have a bad habit of being blown out of the sky by AMS or blowing up on the Mech that wants to launch it, dealing that damage to the Mech wanting to launch it when it takes damage....
Is AMS common wherever it is you play? The only place I commonly see AMS is scouting and you're not going to use any sort of long ranged missiles there anyway. I can't find any reference to them having a habit of blowing up on the user.
#6
Posted 09 May 2016 - 03:06 PM
Metus regem, on 09 May 2016 - 02:40 PM, said:
I'd rather not have Thunderbolt missiles.... They have a bad habit of being blown out of the sky by AMS or blowing up on the Mech that wants to launch it, dealing that damage to the Mech wanting to launch it when it takes damage....
if the weapon has area effect, and it very well should be, its partial damage radius needs to be bigger than ams range. also the missile probibly needs more hitpoints so it might take 2 to 3 ams units to take it down before it can close into its full damage radius.
area effect weapons and ballistic trajectory weapons (mech mortar) are usually the most fun weapons in any game. the skill crowd is screaming in terror because now worthless pugs can pose a threat to them with their sloppy weapons kinda makes me giggle like a little girl. perhaps it is time to get over this nonsense and start implementing some new weapon mechanics.
you can balance arrow/tbolt and other area effect weapons by restricting their ammo, like making it take 2 or 3 slots or limiting where you can place it (torso only for example).
Edited by LordNothing, 09 May 2016 - 03:09 PM.
#7
Posted 09 May 2016 - 03:28 PM
It would take a very short time for AMS to make a comeback if Thunderbolt missiles were brought in... There is a reason why BattleTech went the way of massed-scatter missiles (LRMs)... AMS is great for negating solitary large missiles.
#8
Posted 16 May 2016 - 09:45 AM
LordNothing, on 09 May 2016 - 03:06 PM, said:
if the weapon has area effect, and it very well should be, its partial damage radius needs to be bigger than ams range. also the missile probibly needs more hitpoints so it might take 2 to 3 ams units to take it down before it can close into its full damage radius.
Tbolt isn't area effect. Only afaik Arrow IV is from missile weapons.
LordNothing, on 09 May 2016 - 03:06 PM, said:
area effect weapons and ballistic trajectory weapons (mech mortar) are usually the most fun weapons in any game. the skill crowd is screaming in terror because now worthless pugs can pose a threat to them with their sloppy weapons kinda makes me giggle like a little girl. perhaps it is time to get over this nonsense and start implementing some new weapon mechanics.
And the ammo varieties as well (but NOT for MC's!!!).
LordNothing, on 09 May 2016 - 03:06 PM, said:
you can balance arrow/tbolt and other area effect weapons by restricting their ammo, like making it take 2 or 3 slots or limiting where you can place it (torso only for example).
Also AFAIK - there is 5 missiles/ton and weighting properly 15 tons for IS and 12 for Clans, but there aren't any other restrictions, after checking sarna.net.
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