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Would Short Range Missiles Be Better If They Simply Stopped Thrusting And Followed A Downward Curve After Max Range?


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#1 Felicitatem Parco

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Posted 06 November 2016 - 10:24 AM

That is my question. Would short-range missiles be better if they simply ran out of fuel and followed a downward curve after they reach their maximum range? Would that be better than the current iteration where they explode?

With the ability to use short-range missiles for slightly beyond their maximum range break the game in any way?

I think it would greatly improve the usefulness of the weapon system without making it breakingly damagingly powerful.

Edited by Prosperity Park, 06 November 2016 - 10:25 AM.


#2 Otto Cannon

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Posted 06 November 2016 - 10:33 AM

Might be fun using them like a grenade launcher from high ground.

#3 Lukoi Banacek

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Posted 06 November 2016 - 10:36 AM

We already deviate from lore around here, while attempting to keep the BT/MW theme intact and it'd certainly be reminiscent of the way the novels interpreted table top rules.

So, given very incremental changes, I'd be down for tweaking the SRM. That being said, to keep Clan vs IS flavoring alive to differentiate them...one could have increased range with a downward arc at termination of thrust, the other potentially some kind of airburst effect at the terminal range that sent shrapnel out an additional X of meters potentially (see US Army's XM25 as an example of what I'm saying here).

#4 Bombast

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Posted 06 November 2016 - 10:38 AM

While neat, it would take all of about 5 seconds for people on the forum to start bitching about 'Indirect Fire SRMs' and how PGI has turned SRMs in 'Noob Tubes.'

And now that I think about it, I'm fine with making those people *****-ie, so yah, let's freak'n do this.

#5 Barantor

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Posted 06 November 2016 - 10:39 AM

I've often wondered if IS LRMs and SRMs should have a very minor damage ability when within a little bit over their max range for SRMS and inside that minimum range for LRMs.

SRMs - from 270 to 337.5 meters the SRMS would do a quarter of their damage and fall at a rapid pace

LRMs - from 0 to 180 meters the LRMs would do a quarter of their damage from just battering the target with the body.

No ramp up or down, just plain damage.

#6 Deathlike

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Posted 06 November 2016 - 10:45 AM

The question is, how much of a decline would occur over that period?

I'm not against the idea, but this would give the notion that for something over the 270m max range (before modules) to aim upwards a bit to adjust for that behavior.

#7 Barantor

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Posted 06 November 2016 - 12:20 PM

View PostDeathlike, on 06 November 2016 - 10:45 AM, said:

The question is, how much of a decline would occur over that period?

I'm not against the idea, but this would give the notion that for something over the 270m max range (before modules) to aim upwards a bit to adjust for that behavior.


See in my mind the warhead would defuse after not hitting something at less than 270m and then it would just be an impact with no more fuel. I wouldn't allow it to go more than 300m (arcing downward starting at 270, nose down at 300m) and after 270 only have it do 0.25 damage per missile.

#8 Juodas Varnas

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Posted 06 November 2016 - 12:33 PM

Instead of declining, why not have them veer off course?
Like the old Mechwarrior 5 trailer.
Sure it would probably no better than just exploding (probably worse due to chance to hit a friendly), BUT IT WOULD LOOK SOOO MUCH COOLER
And the rule of cool TRUMPS everything.

At around 0:50 when the Whammy shoots its SRM-6

Edited by Juodas Varnas, 06 November 2016 - 12:34 PM.


#9 Felicitatem Parco

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Posted 07 November 2016 - 03:46 PM

I thought about the veer all over idea, but I mean what about the ones that veer up? Do they go for infinity, or self destruct?

So, I thought the downward arc would best represent missiles that run out of fuel. It would be fun, I think... and the rule of run is right up there with the rule of cool.

#10 DAYLEET

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Posted 07 November 2016 - 03:58 PM

View PostProsperity Park, on 06 November 2016 - 10:24 AM, said:

Would short-range missiles be better if they simply ran out of fuel and followed a downward curve after they reach their maximum range? Would that be better than the current iteration where they explode?

With the ability to use short-range missiles for slightly beyond their maximum range break the game in any way?

I think it would greatly improve the usefulness of the weapon system without making it breakingly damagingly powerful.

Yes, srm would be much better and without a doubt fun to use but they would be too strong imo. Carpet Bombing Online wouldnt be a fun game. Lets face it, everyone would play Arty luncher with srm and hiding in a trench with enough space to shoot the poker would be as bad as being in the open and nobody would need to poke anymore.

#11 Felicitatem Parco

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Posted 07 November 2016 - 04:34 PM

View PostDAYLEET, on 07 November 2016 - 03:58 PM, said:

Yes, srm would be much better and without a doubt fun to use but they would be too strong imo. Carpet Bombing Online wouldnt be a fun game. Lets face it, everyone would play Arty luncher with srm and hiding in a trench with enough space to shoot the poker would be as bad as being in the open and nobody would need to poke anymore.


OMG, Mortar Warriors Online!

#12 RestosIII

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Posted 07 November 2016 - 04:37 PM

View PostProsperity Park, on 07 November 2016 - 04:34 PM, said:

OMG, Mortar Warriors Online!


Yes please.

#13 Suko

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Posted 07 November 2016 - 04:47 PM

I like the idea, but I don't feel that SRMs really need any buffs at the moment, so it's hard for me to support this.

#14 Alistair Winter

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Posted 07 November 2016 - 04:55 PM

In my humble opinion, this would be super lame.

Imagine SRM boats gathering up on opposite sides of some ridge or hill and then lobbing SRM volleys at each other. And anyone who tries to push over eats a regular SRM broadside to the face. So both teams are locked in a game of Bang!Bang!

Posted Image

Remember to adjust for wind speed.

#15 RestosIII

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Posted 07 November 2016 - 04:58 PM

View PostAlistair Winter, on 07 November 2016 - 04:55 PM, said:

In my humble opinion, this would be super lame.

Imagine SRM boats gathering up on opposite sides of some ridge or hill and then lobbing SRM volleys at each other. And anyone who tries to push over eats a regular SRM broadside to the face. So both teams are locked in a game of Bang!Bang!

Posted Image

Remember to adjust for wind speed.


Reminds me of when I first started playing the game in Open Beta. Back when I was genuinely an incredible idiot. I kept trying to play my K2 with dual AC/20's at ranges of 400-600 meters at all times, "sniping" with them. Fun times.

#16 Alex Morgaine

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Posted 07 November 2016 - 06:28 PM

View PostAlistair Winter, on 07 November 2016 - 04:55 PM, said:

In my humble opinion, this would be super lame.

Imagine SRM boats gathering up on opposite sides of some ridge or hill and then lobbing SRM volleys at each other. And anyone who tries to push over eats a regular SRM broadside to the face. So both teams are locked in a game of Bang!Bang!

Posted Image

Remember to adjust for wind speed.


Can we do that with a locust/commando on each side calling angle and direction :D
It'd be fun!

#17 CuriousCabbitBlue

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Posted 08 November 2016 - 08:13 PM

I like this idea, lobbing things like this at a standing target can be ard let alone a moving one

or we could release mech mortar





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