http://www.sarna.net/wiki/Mech_Mortar
http://www.sarna.net...i/Mech_Mortar/1
http://www.sarna.net...i/Mech_Mortar/2
http://www.sarna.net...i/Mech_Mortar/4
http://www.sarna.net...i/Mech_Mortar/8
Basically non-homing direct-or-indirect fire missile weapons. Think of it like LRMs, but it's not homing. (seriously lol), but they are NOT shot down by AMS.
Personally, LRMs are already hard to land, and then we have this joker that doesn't home in actively moving targets. It's like when LRMs fly on empty ground when the enemy breaks locks -- except it's like this all the time.
We can land non-homing ACs PRECISELY because we can lead them, can we lead Mech Mortar? Maybe? But how would that work? how would we lob these projectiles on low cover? If there's a wall in front of you, how can you target the area behind? Should it be shot with the reticle upwards?
If we were to use the LRM pathfinding mechanics, then the projectile would lag after all it doesn't home so the shell will only land on the previous position of the target.
And there i would like to present how it would work, cause sure as hell it won't work with our current range-finding, projectile convergence thingy mechanics. To compensate with the nature of Mech Mortars, each will deal 2 damage at direct hit but will have diminishing splash-damage with regards to proximity of the blast, but not the distance travelled of the projectile. That means it's able to hit multiple mechs all at once.
1.) Battlegrid-exclusive weapon - One would need to bring up the battlegrid, and then click from there to fire the Mech Mortars. Like Call of Duty and their Mortar Team and or Napalm Strike, and or Cobra Strike. etc.
2.) Variable projectile speed - One can "charge" the mech mortar to ascertain the desired projectile speed so that players can control how it arcs. A tracing beam invisible to the enemy should be always present to the allies as the mech mortar is charged.
Edited by The6thMessenger, 25 January 2017 - 04:01 AM.