I'm sick of the delay time when aiming SSRM's, you never know when the're locked on or not (Mech warrior 4), mech warrior 3 was aright but SRM's went way to far to be short range. so im suggesting having a SRM with its usual range exept they can be optionaly laser guided.
Laser Guided SRM's
Started by Daz cat, Nov 07 2011 10:39 PM
9 replies to this topic
#1
Posted 07 November 2011 - 10:39 PM
#2
Posted 07 November 2011 - 10:50 PM
Be a cool way of representing Streak SRMs.
Idea: Give the laser spotter a reticule like a beam weapon and when you pull the trigger there's (say) a 3-second countdown where you have to hold the target in the sights and then the reticule turns red and the missiles will track that target. Or optionally, tap the trigger twice and the missiles will launch immediately and track wherever the laser aimpoint is, so you can steer the missiles manually.
Idea: Give the laser spotter a reticule like a beam weapon and when you pull the trigger there's (say) a 3-second countdown where you have to hold the target in the sights and then the reticule turns red and the missiles will track that target. Or optionally, tap the trigger twice and the missiles will launch immediately and track wherever the laser aimpoint is, so you can steer the missiles manually.
#3
Posted 07 November 2011 - 11:48 PM
I really don't understand what the big deal is about SRMs tracking targets or homing. They're SHORT RANGE MISSILES. That pack a big punch, they fire fast, you get lots of ammo for them. Why is everyone complaining about them not locking on? Learn to lead your target and use them properly.
Seriously? You want to laser guide SRMs? No...Laser Guided LRMs, that's fine, it's canon and cool... You're not gonna laser guide SRMs, they have too short a flight time. The won't even spend a whole second in the air if you're using them properly, that's not enough time for them to do anything more than track a heat source at best and only marginally alter their own course unless they're Streak SRMs with the extra guidance and flight capabilities.
Seriously? You want to laser guide SRMs? No...Laser Guided LRMs, that's fine, it's canon and cool... You're not gonna laser guide SRMs, they have too short a flight time. The won't even spend a whole second in the air if you're using them properly, that's not enough time for them to do anything more than track a heat source at best and only marginally alter their own course unless they're Streak SRMs with the extra guidance and flight capabilities.
Edited by Lorebot, 07 November 2011 - 11:50 PM.
#4
Posted 08 November 2011 - 07:46 AM
well, according to btech, you can't shoot SSRM's unless they receive a solid target lock. SRM's are just direct fire missiles, tho I don't know if they're also supposed to be dumb fire as well (at least sarna.net doesn't have an answer to that Q). I personally would like to see SRM's be wire guided, direct fire missiles, because it would greatly improve the effectiveness of the weapon at "nominal" ranges, instead of just "point blank" range, which is where "dumb fire" SRM's from previous mechwarrior games have only really been effective.
#5
Posted 08 November 2011 - 11:41 AM
SSRMs only fire when its laser target designator gets a solid lock, in TT terms it means you save ammo and heat if you miss. So far in Video Game terms, it basically corrects for bad aiming because the game allows you to fire SSRMs even without the necessary target lock. Want to do SRM/SSRM right? then do the TT version.
#6
Posted 08 November 2011 - 11:55 AM
Daz-cat, on 07 November 2011 - 10:39 PM, said:
you never know when the're locked on or not (Mech warrior 4)
The recticle changes color indicating your firing at an enemy or friendly. It's the same for shooting ballistic and enery weapons, radar.. missle lock. There's just no time to achieve lock.
I guess what I'm really saying is strk's fire like energy weapons do, in that game. Who knows what will be available and how it will operate in this game.
#7
Posted 08 November 2011 - 11:58 AM
Patriot, on 08 November 2011 - 10:39 AM, said:
Artemis IV, it has laser guiding embedded in it, read it in the other SRM topic.
Also, TAG, is essentially a Laser designator hooked into the TnT system of a 'Mech, though this is used for artillery spotting(both ballistic and missile)
Also, TAG, is essentially a Laser designator hooked into the TnT system of a 'Mech, though this is used for artillery spotting(both ballistic and missile)
Yes, and you're also required to spend more cbills and battle value on special ammunition if you want your missiles to be compatible with those systems. Basic SRMs are at best mildly heat seaking, meaning they're unguided with the ability to track a target and alter trajectory within a narrow cone during their flight. They're not going to turn around or do loops to follow a target and if you're not pointed in their general direction they're not going to get anywhere near it.
Perhaps a lock is required in the books, I do seem to remember a few instances of such, but at best that would be confirming the missiles are tracking a heat source and will try to hit something. Remember that SRMs were created as a way to overcome ECM jamming so there's no way they'd be 'guided' because that would require a control system on the mech that fires them to provide them with course corrections which would be cut off by said ECM jamming. Wire guiding them would be difficult since they're meant to have a high fire rate and wire guidance systems would ultimately become a problem for the mech trying to fire an SRM6 repeatedly over the course of a battle.
No, if you want guided missiles you need to pay for it in cbills, weight, and battle value, otherwise you get standard equipment and that's pretty much dumb fire SRMs, maybe with some low grade heat tracking and minor course correction abilities. You want to use an Artemis system then pay for the ammo and install one on your mech, that's fine...if you don't have room maybe have a lancemate carry the Artemis for you because they can be setup to work in tandem. You want a TAG system, go right ahead, but you'll be paying extra for ammo and again having to carry the TAG launcher on your mech or have someone else do it for you. But if you don't have the funds or the space to install those systems on your mech or a friend willing to carry them for you then you're going to have to learn how to lead a target and get in a range where the weapon is going to be effective.
#8
Posted 12 December 2011 - 02:07 AM
Here's an idea
If you have a targeting laser equiped on a mech. you should right click to turn the laser ON/OFF.if mannage to designate a target for longer than 3 seconds, this will make your missiles lock on and serve as a reference marker to all allied missile systems, not just SRM's. the Targeting laser must be constant so the missiles can follow its heat path.
Also do NARCS affect the travel of SSRM's or is that only for LRMS's?
Thanks in advance
If you have a targeting laser equiped on a mech. you should right click to turn the laser ON/OFF.if mannage to designate a target for longer than 3 seconds, this will make your missiles lock on and serve as a reference marker to all allied missile systems, not just SRM's. the Targeting laser must be constant so the missiles can follow its heat path.
Also do NARCS affect the travel of SSRM's or is that only for LRMS's?
Thanks in advance
#9
Posted 12 December 2011 - 03:24 AM
Semi-guided Ammunition for the use with a TAG + LRM/SRM-launcher exists. so whats the whole dicussion all about?
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