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Just An Idea On Lrms


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#1 Yanlowen Cage

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Posted 01 February 2017 - 07:37 AM

That will never happen in the game. and it probably shouldn't.

This is based on the Inner Sphere LRMS. So please remember that.

Per missile means missile and equipment to launch it.

LRM 5 weighs 2 tons or about .40 ton per missile
LRM 10 weighs 5 tons or about .50 ton per missile
LRM 15 weighs 7 tons or about .4666 ton per missile
LRM 20 weighs 10 tons or about .50 ton per missile

So the average is .4665 per missile. Let's just round that up to .50 for ease.

So why the math? Let's do away with lrm 5/10/15/20 and go with .5 tons per missile tube and you can now build any size lrm rack from 1 to 20. I know that a lrm 1 is kinda pointless. but is a lrm 7? it would weigh 3.5 tons and fire 7 missile per volley.

How to handle heat? .5 heat per missile. (this is based off of heat from battletech not MWO) So the lrm 7 would produce 3.5 or rounded up 4 heat per volley.

Crit slots would stay in tube count by the 5/10/15/20 range. so 1 slot per tubes 1-5, 2 slots from 6 to 10, 3 slots for 11 to 15, and finally 5 slots from 16 to 20.

Now again this is just a "why didn't they do it like this orginally"? thought and has no bearing on the game in any way.

Now why would this even be considered. Ever have a time when you had a little weight left and nothing to do with it? well this could have been an option to fill out that last little bit.

#2 Shiroi Tsuki

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Posted 01 February 2017 - 07:40 AM

I really like the idea tbh, but MMLs though

#3 Mechteric

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Posted 01 February 2017 - 08:41 AM

Sorry but the crit count can't go into decimals, so it falls apart right there.

#4 Yanlowen Cage

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Posted 01 February 2017 - 09:06 AM

View PostCapperDeluxe, on 01 February 2017 - 08:41 AM, said:

Sorry but the crit count can't go into decimals, so it falls apart right there.


read the part about where the crits stay the same based on which range they fall into.





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