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Let's Talk About Mrms (Again)

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#41 Mcgral18

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Posted 19 January 2017 - 03:41 PM

View PostPjwned, on 19 January 2017 - 11:59 AM, said:


That sounds pretty terrible for a direct fire weapon with no lock-on.

Why would I not just use lasers instead?


Because 40 damage in 0.5 seconds is better than 9 damage over 1 second?
Though, I'd say volleys of 5 or 10 MRMs (10 being a sound number, smallest launcher size)

Add whichever delay is needed to prevent Shitreg from happening. If 0.05 seconds (same as cLRMs) is enough, throw 10 missiles every 0.05 seconds.

That's a 0.2s duration for 40 damage, which is pretty darn short.

#42 Gas Guzzler

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Posted 19 January 2017 - 04:02 PM

MRMs don't need scaled damage to keep them from taking over SRMs at brawling. You can take 4 SRM6s for the tonnage of 1 MRM40, and 1 extra slot, and you get 51.6 damage worth of splat. From there you just make the MRMs not an instantaneous splat, and the heat and tonnage will be prohibitive enough to prevent MRMs from taking over SRMs at the sub 270 role.

#43 FupDup

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Posted 19 January 2017 - 04:29 PM

View PostGas Guzzler, on 19 January 2017 - 04:02 PM, said:

MRMs don't need scaled damage to keep them from taking over SRMs at brawling. You can take 4 SRM6s for the tonnage of 1 MRM40, and 1 extra slot, and you get 51.6 damage worth of splat. From there you just make the MRMs not an instantaneous splat, and the heat and tonnage will be prohibitive enough to prevent MRMs from taking over SRMs at the sub 270 role.

The lurking factor here is hardpoints. SRMs are more efficient per ton, yeah, but each hardpoint only maxes out at 12.90 damage if you use SRMs. MRMs on the other land let you go all the up to 40 damage per hardpoint with the biggest launchers.

Most mechs have only a handful of missile hardpoints, so only mechs with 6+ missile hardpoints will be able to take enough SRMs to compare to the utterly gigantic MRM alphas.

#44 Deathlike

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Posted 19 January 2017 - 08:26 PM

The way you want to do it is something along the lines of doing it like MW4, where you shoot out a missile volley of 10 or so (based on missile tube counts used in IS LRMs) with a delay or so like MWO's CUACs.

I'm not sure how we're going to do missile guidance though (only MW3:PM allowed MRMs to use LRM mechanics) but maybe a limited lock-based navigation for half the max range and it does its own thing afterwards with increased missile velocity at that point (it will start with SRM or SSRM level missile speeds first though, then rapidly increase to SRM velocity after traveling half the max range).

#45 Khobai

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Posted 20 January 2017 - 12:43 PM

Quote

MRMs don't need some complex (for PGI to code) follow-the-cursor mechanic.


yeah they do

otherwise theyll either be too slow and easy to dodge

or theyll have to be as fast as autocannons to hit anything

both of those extremes are stupid


and follow the cursor is not complex to code.

Edited by Khobai, 20 January 2017 - 12:44 PM.


#46 Quicksilver Aberration

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Posted 20 January 2017 - 12:46 PM

View PostDeathlike, on 19 January 2017 - 08:26 PM, said:

The way you want to do it is something along the lines of doing it like MW4, where you shoot out a missile volley of 10 or so (based on missile tube counts used in IS LRMs) with a delay or so like MWO's CUACs.

Which only works if they have some sort of tracking, dumbfire MRMs in MW4 were worthless outside of against Whale speed assaults (and even then it wasn't near as potent).

#47 Pjwned

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Posted 22 January 2017 - 08:56 PM

View PostMcgral18, on 19 January 2017 - 03:41 PM, said:


Because 40 damage in 0.5 seconds is better than 9 damage over 1 second?
Though, I'd say volleys of 5 or 10 MRMs (10 being a sound number, smallest launcher size)

Add whichever delay is needed to prevent Shitreg from happening. If 0.05 seconds (same as cLRMs) is enough, throw 10 missiles every 0.05 seconds.

That's a 0.2s duration for 40 damage, which is pretty darn short.


Hmmm...

Fair enough, I guess that's not so much worse than firing all at once.





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