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Should Arrow IV missile system be in MWO?


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Poll: Arrow IV in MWO? (314 member(s) have cast votes)

Would you like to see the Arrow IV in MWO?

  1. Voted Yes (253 votes [80.57%] - View)

    Percentage of vote: 80.57%

  2. No (39 votes [12.42%] - View)

    Percentage of vote: 12.42%

  3. Not Sure (22 votes [7.01%] - View)

    Percentage of vote: 7.01%

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#21 Damascas

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Posted 15 July 2012 - 07:53 PM

View Postlight487, on 15 July 2012 - 07:24 PM, said:

Yes.. as per TT rules. You can't have some weapons and stuff that don't follow TT rules simply because you don't like it.. either have it in the game or don't have it in the game.. but if you do have it, obey/follow the rules.

Minimum range? what?? Even artilery can fire point blank..


I don't think so, at least not directly since every time I have used an HEP there is a min range on it's arty.

#22 Thrael

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Posted 15 July 2012 - 08:01 PM

Well according to sarna it weight only 1 ton more then AC-20 and has 5 rockets per ton of ammo and has damage 20/10AoE. But looks like it should be used with TAG and if TAG miss it still does AoE damage.
Not epic but a couple of this in right hands.. You should be glad that there is only LRMs in game.
WoT guys know why artillery is Gods of War and fear it as hell.

Edited by Thrael, 15 July 2012 - 08:02 PM.


#23 Rhyshaelkan

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Posted 15 July 2012 - 08:04 PM

Indeed it is huge. IS version is 15t 15crit, Clan 12t 12crit. 10 heat, almost twice that of an LRM-20. 5 shots per ton. I designed a Clan 40 that could tote one around but was of such limited value it was never used. Can fire AoE round at a hex, 20 splash damage 10 in the surrounding hexes. Lay a minefield(Clan), or use homing rounds. Homing rounds require a TAG-lock on the turn of missile arrival. 20 points damage to 1 location on the unit struck, 5 points splash to any other units in the hex. IS range 5 mapsheets or 2500m, Clan 6 mapsheets or 3000m.

How all this will translate into the game...I will not even speculate.

#24 Spheroid

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Posted 15 July 2012 - 08:04 PM

Absolutely. I don't get why people say TAG is going to help with LRM fire because it won't. Prior to the deployment of semi-guided LRM munitions by the Free World's League TAG had two purposes, calling down Arrow IV and painting targets for laser guided bombs dropped from aerospace fighters.

Clearly tactical air support will not be in the game so it must be the former.

With the buffed armor it is not going to be an OP weapon system and you need a dedicated spotter so I don't know why people are so worried.

Edited by Spheroid, 15 July 2012 - 08:06 PM.


#25 Damascas

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Posted 15 July 2012 - 08:08 PM

80% say yes so it seems most are not worried.

#26 Kobold

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Posted 15 July 2012 - 08:15 PM

View PostMechaDraco, on 15 July 2012 - 07:45 PM, said:

Actually I am not trolling I swear about this, there is a urbie variant with a single arrow mount, I swear to god look it up.


Yeah the Jihad-era variant. It was introduced at a GenCon canon event, and it was loaded with Davy Crockett nukes. Damn Wobbies...

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#27 Damascas

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Posted 15 July 2012 - 08:20 PM

A Urbie carrying a nuke? Wow... I am not sure how to accurately respond to that threat given how mass produced urbies are and the shear number of facilities currently in existence capable of modifying them.

#28 Urbancat

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Posted 15 July 2012 - 08:27 PM

only if one can TAG a mech in the knee.

#29 Damascas

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Posted 15 July 2012 - 08:31 PM

View PostUrbancat, on 15 July 2012 - 08:27 PM, said:

only if one can TAG a mech in the knee.


Artillery can be LoS fired at the ground, and nukes have a rather significant AoE.

#30 Thrael

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Posted 15 July 2012 - 08:32 PM

View PostSpheroid, on 15 July 2012 - 08:04 PM, said:

......
With the buffed armor it is not going to be an OP weapon system and you need a dedicated spotter so I don't know why people are so worried.

TAG weights only 1 ton in my regiment each lance will have at least one. And any browler which want fire support will get it.
Then you add 1 or 2 catapults with this. All enemy heavies and assault will fear to walk out of shade after second barrage.
And while damage is not ultimate they can provide suport across all map. They will contribute to any mech duel on map. When one aim is not accessible there is always others.

#31 Spheroid

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Posted 15 July 2012 - 08:48 PM

If they treat TAG like a no damage laser you will have precious little time to paint the target.

Lets say there is a single dual A4 Catapult sitting at base. If it is spaming both weapons I don't see how that guarantees that both rounds will hit from the same spotter. TAG has a recharge rate and a limited duration on target and it must be active during the few seconds prior to impact or the round will miss.

And if A4 makes life bad for heavies and assaults I can live with that as being true to battletech were lights and mediums are the norm.

Edited by Spheroid, 15 July 2012 - 08:49 PM.


#32 Jenks

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Posted 15 July 2012 - 08:53 PM

With the tech and time line, TAG becomes significantly more tactical, imo, if any form of arty is incorporated. If it becomes a problem for in-game balance an easy fix is to just give it a huge cycle time. The more dynamic the battle experience the better.

#33 Barnum the Bear

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Posted 15 July 2012 - 09:26 PM

View Postlight487, on 15 July 2012 - 07:24 PM, said:

Yes.. as per TT rules. You can't have some weapons and stuff that don't follow TT rules simply because you don't like it.. either have it in the game or don't have it in the game.. but if you do have it, obey/follow the rules.


Like rear-firing weapons or melee combat?

Edited by Barnum the Bear, 15 July 2012 - 09:26 PM.


#34 Calisrue

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Posted 15 July 2012 - 09:32 PM

i'd love it if engineers would realize how easy it is to make a rail gun (aka gauss) cannon fire in reverse. and if anyone reading this has read "the unincorporated series" up to 3rd book you know what i'm saying

#35 Theodor Kling

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Posted 15 July 2012 - 09:44 PM

Hell yes, Arrov IV must be in :)
It is a powerfull yet difficult to use tool.

Because not only do you need a spotter. Mounting it on any mech definetly reduces your crits and tonnage avialable, even more so if you want more then minimum ammo. As a result a catpult mounting one becomes baiscly defenseless against close range attackers.

#36 ZetaFalcon

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Posted 15 July 2012 - 09:51 PM

arrow is useful with a well trained team play,
but with lone rangers it's a waste of time

#37 Damion Sparhawk

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Posted 15 July 2012 - 10:04 PM

arty minimum range is kinda silly, firstly anthing close enough you could hit quickly with arty is going to hit you with splash damage anyway, I say let 'em XD as for the arrow having a minimum range it makes sense for missiles to have a minimum effective range, they have to get up to speed and 'smart' missiles, like the arrow would have a minimum time from launch before 'hot' to prevent misfires and etc... from damaging the launcher/mech, you really don't want to explode a missile in the launch tube when each independant missile hits for the same damage as an AC/20.

#38 MechaDraco

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Posted 15 July 2012 - 10:48 PM

technically there isnt actually a min range, but there is a min range affectiveness, how the arrow works is it fires high into the air, and the sores for a bit, and then falls, like your normal cruise missile would, firing at someone close range isnt exactly not possible, it just would go straight up into the air, then turn around and try to hit the thing its targeting, and probably go right into the ground, no wher near where the target actually is, simply cuse it was to close to the firing origin. so basically just like actual missiles.

#39 Raj

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Posted 15 July 2012 - 11:00 PM

I voted yes because I strongly suspect it will be in the game, just not as mech equipment. The commander is supposed to get some sort of artillery ability right? Off map Arrow IV sounds exactly the sort of thing then.

The maps we've (not) seen so far look too small for it be mounted on a mech though.

#40 Boldar

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Posted 15 July 2012 - 11:01 PM

I sincerely hope the Arrow IV is NOT in the game.

Not because I do not like it (although this is the case), but because in the devblogs you can read that the commander role is able to call airstrikes/artillery support.

In my opinion that should be the only way Arrow IV should be in the game. If you can equip your mech with it, I do see the commanders use lessened way too much.





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