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Redesign Of Missile Locks Mechanism


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Poll: Redesign of Missile Locks (LRM/SSRM) (12 member(s) have cast votes)

Do you like the LRM lock change?

  1. Yes (9 votes [75.00%])

    Percentage of vote: 75.00%

  2. No (2 votes [16.67%])

    Percentage of vote: 16.67%

  3. Do not understand (1 votes [8.33%])

    Percentage of vote: 8.33%

Do you like the SSRM lock changes?

  1. Yes (7 votes [58.33%])

    Percentage of vote: 58.33%

  2. No (3 votes [25.00%])

    Percentage of vote: 25.00%

  3. Do not understand (2 votes [16.67%])

    Percentage of vote: 16.67%

Can the ideas be further improved?

  1. Yes (10 votes [83.33%])

    Percentage of vote: 83.33%

  2. No (1 votes [8.33%])

    Percentage of vote: 8.33%

  3. Do not understand the idea (1 votes [8.33%])

    Percentage of vote: 8.33%

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#1 Matthew Ace

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Posted 24 June 2016 - 11:22 PM

Existing Implementation
  • LRMs and SSRMs shares locks.
  • SSRMs benefit from Artemis without using tonnage/critical slots.
  • LRMs home in a spread manner towards center of target, regardless of where lock is held so long as it is within the box. This also made LRM5 potent at punching through CT on a sufficiently large enough target, which goes against the spirit of the weapon, and the LRM20 next to a waste to equip.
  • SSRMs uses bone targeting, with fixed distributed chance at hitting specific components.
Objective of Proposed Rework
  • Making LRMs more skill-based than present
  • Making LRMs less feast-or-famine (i.e. less dependent on target instead of both target and gunner)
  • To decouple Artemis from SSRM locks
Proposed Rework of Mechanism
  • Separate locking mechanism for LRMs and SSRMs so as to remove Artemis benefit for SSRMs
  • LRM Lock Mechanism
    • Tracking for salvo of missiles fired may now have a lateral offset based on where the crosshair is pointed. For example, if it's pointed to the very left hand side of the targeting box throughout the lock after firing, then the center of the missile salvo is offset laterally by that much instead. This adds an element of skill to target locking with LOS and without, and lateral freedom where you want the missiles to land.
    • Vertical offset is left as-is (no offset based on lock; the lateral offset should be enough to make locking more challenging).
    • This also adds an element of bringing different sized LRMs for taste without having to adjust spread. The LRM5 would continue to be concentrated, but may be tougher to hit a key location on the mech if unable to hold a solid lock well enough. The LRM20 (which may need to have the spread tightened a bit more) would be able to land most if not all of its missiles across the target if aimed at center of target. If aimed to the extreme ends of the targeting box, the player may still be able to land half the missiles on a sufficiently large target, maybe even several missiles in areas such as legs and CT. LRM10 and LRM15 would be scaling between the LRM5 and LRM20, chosen for preference.
    • This also opens up the option to buff the weapon further to a more satisfying level (damage, velocity, spread, minimum range) without the feast-or-famine effect.
    • Effect of Artemis on Locks: Beside reducing lock time and tightening spread of LRMs, Artemis will also limit the lateral offset of LRM salvos when tracking target even if lock is held at the extreme lateral ends of the targeting box. (Only applicable if you have LOS). Refer to the doodle below.
    • Effect of NARC/TAG on Locks: Besides their existing function, a smaller "bubble" is marked on the target - NARC on the component it hits and TAG on the component it is aimed at as long as it is kept on the target silhouette. Tracking your missile lock on this "bubble" allows you to exercise a stronger effect from NARC and TAG, tightening spread further. The player has the option to not utilize the "bubble" by not locking on it if he deems the NARC and TAG not favorable to where he wants his missiles to track and hit.

Posted Image


  • Streak SRMs Lock Mechanism
  • Instead of getting lock before firing ala LRMs, lock is obtained by holding Fire button while crosshair is on the target silhouette for a time window (1 second for starters - free to adjust to a more appropriate value), charging up the cooldown bar similar to charging of Gauss with one exception - it fires off immediately when the cooldown bar is fully filled with green.
  • The weapon is unable to fire without fully locking up.
  • The lock would discharge in a similar manner to losing lock on LRMs if the aim is off from the 'Mech silhouette.
  • The base idea assumes the bone targeting of SSRMs is unchanged and options may be explored to change this.
  • Effect of TAG on IS Streak SRMs Locks: Besides their existing function, a smaller "bubble" is marked on the target - on the component it is aimed at as long as it is kept on the target silhouette. Tracking your missile lock on this "bubble" allows you to exercise a stronger effect from TAG, increasing the chance of missiles tracking the specific component instead. The player has the option to not utilize the "bubble" if he does not want the increased chance of hitting the specific component.

Edited by Matthew Ace, 02 July 2016 - 12:44 AM.


#2 Juodas Varnas

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Posted 06 July 2016 - 12:42 AM

I like the ideas.
Adds actual skill to using the mentioned weapon systems, which is always a good idea, in my opinion.

Speaking of LRMs though, i would like their minimum ranges changed too.
Clan LRMs shouldn't have minimum range at all (currently their damage tapers off the closer you are to the target), but when talking about IS LRMs it's a bit different.
When it comes to IS LRMs, i absolutely HATE the current "all-or-nothing" system of "missiles not arming until 180 meters of travel". Instead i'd propose giving them full damage at all ranges, however they would be unable to achieve a lock when under 180 meters (basically you'd have to dumb-fire them or shotgun them at point blank, which would be badass as hell)

Though of course, it's PGI we're talking about, so nothing is ever going to change, because programming is hard.

Edited by Juodas Varnas, 06 July 2016 - 12:43 AM.


#3 Karl Streiger

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Posted 06 July 2016 - 01:13 AM

nice concept to use the lock mechanic

as additional food for brain: (the difference lock types are on slide 4)

#4 Cold Darkness

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Posted 06 July 2016 - 01:17 AM

i find it funny that you people wish to incorporate a higher skill requirement into the hardest to use weapon in the game.

lrms have problems, ease of use is not one of them.

edit:

since this is the feature suggestion thread:

i instead suggest allowing to keep a lock for a longer time while not having my target cursor inside the lockbox to allow EFFECTIVE usage of other weapons on another target. this would allow LRMs much more valuable options as a secondary supportive weapon system.

Edited by Cold Darkness, 06 July 2016 - 01:22 AM.


#5 Karl Streiger

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Posted 06 July 2016 - 02:07 AM

Indirect fire should never need the shooter to keep locks - this is the duty for the spotter.

So LRM with lock on components to use it as primary weapon and in this case you keep your crosshair over the target (Highlander, Excalibur loadout)

Edited by Karl Streiger, 06 July 2016 - 02:07 AM.


#6 The Basilisk

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Posted 06 July 2016 - 03:04 AM

I do not think there should be a Missile "lock on" at all.

In Battletech standart LRMs and SRMs are sighline radar reflex guided missile systems. That means in MWO the missiles should folow a target as along as you point at it.
When you look aside the missiles follow their last trajectory.
So no lock on, you have to stay on target till missiles hits or misses.
This required facetime can easily be offset by making missiles faster.
In case of indirectly fired LRMs, the missiles should be fired against a position/ coordinate designated by your spotter. No TAG required, make an "indirectspotter" module for scout mechs.
Range like light laser no visible markings to the enemy. Missiles will automaticly fly towards the neares marker when firing mech is not targeting for itself.

Artemis VI FLS is a simple improvement of the standart radar based guidance system to a autotargeting laser pointer slaved to your crosshair improving the tracking strength (in gmae maneuverability) and focus of the missiles.

Again an example where simply adhering to lore wich would have been easy to implement and would have reduced the factors you have to use to balance LRM/SRM to a single factor:
Missile flight speed.

The only weaponsystem in this timeline able to aquire hard locks is the SSRM missile system.

Edited by The Basilisk, 06 July 2016 - 04:50 AM.


#7 Strattus

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Posted 07 July 2016 - 07:46 AM

This hurts my brain...... why not just use ze lazer??Posted Image





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