Hit the Deck, on 20 January 2017 - 04:36 PM, said:
PGI can just increase the ammo/ton as they have done with the other ammo-based weapons if needed.
My major concern is that PGI needs to diferentiate ATMs to SSRMs (Streak SRMs) and LRMs in mechanics, i.e. the lock-on targeting system. Another lock-on missile based weapon would not be fun, unless if we could somehow get switchable ammo.
Remember that there's already fly-by-wire guidance mechanics proposed for MRMs. If we go that route for ATMs then MRMs must be dumb fired.
My major concern is that PGI needs to diferentiate ATMs to SSRMs (Streak SRMs) and LRMs in mechanics, i.e. the lock-on targeting system. Another lock-on missile based weapon would not be fun, unless if we could somehow get switchable ammo.
Remember that there's already fly-by-wire guidance mechanics proposed for MRMs. If we go that route for ATMs then MRMs must be dumb fired.
MRMs specifically are dumbfire weapons. They're meant to simply saturate a given column of space with explodeys and are dependent on the skill of the MechWarrior to hit anything.
Anyone remember landing hits with the Huginn when it had 400m SRM range? An entertaining sort of Pokemon battle where you had to predict a target's movement several seconds in advance? it was doable but entertainingly tough, at least for some. MRMs will be much the same, and the ~400-450m range is about the limit of dumbfire warheads without more missile velocity than missiles get in this game.
Asking players to hit dumbfire missile shots from ATM launchers at 800m without any sort of guidance, on weapons with less than twenty percent of the shot velocity of actual long-range weapons systems, is pretty unfair and a complete waste of ammo. ATMs need some sort of guidance of the ER ammo/function isn't going to be a total fib. I know people hate guided missiles and want everything to be a dumbfired direct-fire weapon, but it just don't work for slow-moving, long-distance warheads.