Edited by kapusta11, 17 June 2016 - 11:48 AM.
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Lrms: Your Design!
Started by Impyrium, Jun 17 2016 08:01 AM
29 replies to this topic
#21
Posted 17 June 2016 - 11:43 AM
Increase min range to 270m, buff speed to 500mps, make them fire and forget, same missile spread irrespective of launcher size, increased spread when fired indirectly or without artemis (like that of LRM20 now), very tight spread with artemis (like LRM5 now).
#22
Posted 17 June 2016 - 12:32 PM
Universal Behavior:
> 1000 m range
> Initial velocity of 50 m/s, accelerating at a rate of between 150 and 200 m/s/s to a max of between 800 and 1000 m/s
No Lock:
> Flat trajectory, shorter time-to-target
Lock:
> Arcing trajectory, longer time-to-target
> 1000 m range
> Initial velocity of 50 m/s, accelerating at a rate of between 150 and 200 m/s/s to a max of between 800 and 1000 m/s
No Lock:
> Flat trajectory, shorter time-to-target
Lock:
> Arcing trajectory, longer time-to-target
Edited by Yeonne Greene, 17 June 2016 - 12:33 PM.
#23
Posted 17 June 2016 - 12:54 PM
no minimum distance penalty.
#24
Posted 17 June 2016 - 01:20 PM
Reserved for the LRM, SRM, and SSRM redesign suggestions from my balance manifesto which I will add when I get home.
#25
Posted 17 June 2016 - 02:05 PM
This ain't too hard.
IS LRMs now fire in groups of five (with appropriate health) as a single cluster, Clan missiles fire at a rate that takes the launcher 1/2 the IS version's cooldown to finish a shot. If an IS LRM 5 takes 3 seconds to reload, a Clan LRM 5 will fire it's five-group of missiles over 1.5 seconds, then begin it's three second reload cycle. Launch times are normalized across 10/15/20 launchers, with LRM 5s being scaled slightly worse due to superior weight efficiency vs. the bigger launchers.
A group delivers damage like and are bone-seeking like Streak racks if locked, guiding themselves together as packs of 5 (barring AMS destroying some). Yes, this means no headshotting with guided missiles. LRMs that lose lock will proceed towards their last point of lock as usual, regardless of what's there.
If LRMs are fired in guided mode, they will fire in an arc for an indirect target (much like today), a flat line for direct fire. Unlocked LRMs always fire in direct mode and will simply deal damage to whatever happens to get in their way.
IS LRMs fired at a target under 180m will not track and fire as if unlocked, regardless of locks. Clan LRMs will fire and track as normal. (Remember, they're also reloading at 1.5 the speed of IS launchers). No damage reduction applies. This means unlocked missiles will spread damage more widely than locked ones (which will seek and impact a specific location, while unlocked missiles act as individuals).
LRM velocity increases to a base 330 for IS LRMs, 300 for Clan LRMs. Velocity is two-thirds for the first 300 meters of flight (first stage) then increases immediately afterwards to full (second stage burn).
ECM no longer prevents lock-on, but requires the firer to keep the crosshairs on the target to gain lock, rather than the larger red "target box" it prevents (shows as a 25% sized version of the normal "lock crosshairs") when successfully locking an ECM covered target. Indirect fire on an ECM covered target will require someone close enough to counter the ECM (or the ECM being forcibly shut down via PPC fire, another ECM in Counter mode, etc.)
ECM negates Artemis and NARC bonuses, but has no effect on TAG.
Artemis improves lock-on time by 25% and tracking by 25%, but only functions in direct-fire mode. NARC or TAG will overwrite the appropriate bonus (and stack, if both are active). Artemis no longer has an effect on Streak launchers and works as it currently does for SRM launchers.
NARC improves tracking by 50% only. (and allows indirect fire without another 'Mech actively targeting the NARC'd robot).
TAG improves lock-on time by 50% only.
IS LRMs now fire in groups of five (with appropriate health) as a single cluster, Clan missiles fire at a rate that takes the launcher 1/2 the IS version's cooldown to finish a shot. If an IS LRM 5 takes 3 seconds to reload, a Clan LRM 5 will fire it's five-group of missiles over 1.5 seconds, then begin it's three second reload cycle. Launch times are normalized across 10/15/20 launchers, with LRM 5s being scaled slightly worse due to superior weight efficiency vs. the bigger launchers.
A group delivers damage like and are bone-seeking like Streak racks if locked, guiding themselves together as packs of 5 (barring AMS destroying some). Yes, this means no headshotting with guided missiles. LRMs that lose lock will proceed towards their last point of lock as usual, regardless of what's there.
If LRMs are fired in guided mode, they will fire in an arc for an indirect target (much like today), a flat line for direct fire. Unlocked LRMs always fire in direct mode and will simply deal damage to whatever happens to get in their way.
IS LRMs fired at a target under 180m will not track and fire as if unlocked, regardless of locks. Clan LRMs will fire and track as normal. (Remember, they're also reloading at 1.5 the speed of IS launchers). No damage reduction applies. This means unlocked missiles will spread damage more widely than locked ones (which will seek and impact a specific location, while unlocked missiles act as individuals).
LRM velocity increases to a base 330 for IS LRMs, 300 for Clan LRMs. Velocity is two-thirds for the first 300 meters of flight (first stage) then increases immediately afterwards to full (second stage burn).
ECM no longer prevents lock-on, but requires the firer to keep the crosshairs on the target to gain lock, rather than the larger red "target box" it prevents (shows as a 25% sized version of the normal "lock crosshairs") when successfully locking an ECM covered target. Indirect fire on an ECM covered target will require someone close enough to counter the ECM (or the ECM being forcibly shut down via PPC fire, another ECM in Counter mode, etc.)
ECM negates Artemis and NARC bonuses, but has no effect on TAG.
Artemis improves lock-on time by 25% and tracking by 25%, but only functions in direct-fire mode. NARC or TAG will overwrite the appropriate bonus (and stack, if both are active). Artemis no longer has an effect on Streak launchers and works as it currently does for SRM launchers.
NARC improves tracking by 50% only. (and allows indirect fire without another 'Mech actively targeting the NARC'd robot).
TAG improves lock-on time by 50% only.
#26
Posted 17 June 2016 - 02:12 PM
The only change I would do to LRMs is set them up as fire and forget. Once you launch with a lock on, the missiles maintain that lock on. Your 'Mech might not...but the missiles do.
#27
Posted 17 June 2016 - 02:30 PM
Make Artemis better if you can see the target. Lower the trajectory with Artemis if you can see the target.
#28
Posted 17 June 2016 - 03:11 PM
PGI dont want to change them. There were sooo many good posts how to change them und nothing happened in years.
But at throwing mechpaks on us they're very good.
But at throwing mechpaks on us they're very good.
#29
Posted 17 June 2016 - 03:25 PM
Leave them the same and do Lunch. Easiest day ever.
#30
Posted 17 June 2016 - 03:31 PM
-> Increase speed.
-> Flatten trajectory.
-> Allow TAG to aim at individual components on a mech.
-> All unlocked missiles automatically home on active TAG or NARC (if present).
-> An indirect spotter cannot fire weapons while simultaneously holding lock for LRM teammates (no more light mechs engaging 2 mechs while holding lock on a 3rd).
-> Make LRMs fired in direct-fire mode (aka: self-lock) fire & forget.
-> Flatten trajectory.
-> Allow TAG to aim at individual components on a mech.
-> All unlocked missiles automatically home on active TAG or NARC (if present).
-> An indirect spotter cannot fire weapons while simultaneously holding lock for LRM teammates (no more light mechs engaging 2 mechs while holding lock on a 3rd).
-> Make LRMs fired in direct-fire mode (aka: self-lock) fire & forget.
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