Andi Nagasia, on 18 February 2017 - 09:01 PM, said:
Thoughts, Comments, Concerns?
Thanks,
I voted no. However...
There was no option to take the lore friendly route of IS goes indirect, Clan goes direct.
Allow me to elaborate:
It is very noteworthy that through infantry spotters, vehicle support, and the assistance of scout 'Mechs, that the Inner Sphere made very frequent use of indirect fire for LRMs. In fact, the 1980s lore specifically states that (IS) LRMs were always fired at a ballistic launch angle (hence the 180m minimum accurate range, if the missiles are already going at an upward incline straight from the launcher they would have a hard time yawing downward at a target that is closer than that range; this is also why the 1980s MLRS system (from stats of which the Catapult was conceived and the very method of 30 meter hexes was even contrived for the original Battle Droids board game before it became BattleTech) has a minimum accurate range (of 180 miles).
On the other hand, according to that same source material, the Clans lacked that 180m
minimum accurate range (by minimum accurate range, I mean both the IS and the Clans could do full damage if they hit a target at less than 180 meters!!! Just it was pretty dang hard for the IS to do as there was a penalty to your potential accuracy or chance to hit). But this came at an obvious cost, Clan mentality
shunned on and forbade the use of LRMs for indirect fire.
---------
I am aware that through a completely new company that owned Battletech in the late 90s that this lore was changed to a minimum arming range to allow for the hot loaded trait... This also came with the caveat that hot loaded LRMs could explode in the launcher when crit... and that Clan LRMs were always hot loaded and at risk of exploding when crit. I imagine players would favor this less than the lore I'd rather push for.
---
In other words, we can try removing indirect fire as well as removing the minimum range damages reductions.
For the IS, they keep their indirect fire, get permitted to deliver damage at less than 180 meters but at less than 180 meters, the missiles will be hard pressed to go after the intended target and many will likely overshoot the target as the missiles go high into the air. Maybe even like this, minus the spread.
For the Clans, they get that "exponential damage reduction" removed so they do full damage, the 'arc' removed so that the LRMs will fly reasonably low (but not too low, so they won't outright replace SRMs or be outright superior to IS MRMs) and have indirect fire removed completely without the use of TAG or NARC. Under no circumstances should the Clans have an identical high-arc downward-impact to the IS.
(The Clans are not supposed to hide and thus IS tech should be able to flush them out so that they do not hide... meanwhile the IS is known for using 'cowardly' tactics such as ambushes, pop-and-squat cover and so on for fighting, and so Clan tech should have ways of reducing it but not outright stopping it. After all, Clans have the long range advantage for most weapons and the IS need ways to semi-safely get in close, while the Clans need to find ways to deal with this 'unusual' problem.)
For both sides: Increase missile velocity to 1.5x that of SRMs at minimum, but reduce missile course corrective agility (meaning that LRMs will have a harder time making unplanned turns so that the missiles -- as fast as they are depicted in the thing above -- could still be dodged even if using cover would be nearly worthless. This combined with the IS having indirect fire will allow LRMs to help flush out 'stale mates' for the IS side so that Clanners hiding at long range will have to move out of good spots. For the Clans who will likely be using LRMs much closer, this means that LRMs will not be able to replace Streak missiles as a longer range faster firing higher overall damage alternative. Leave good to decent course correction on Artemis to increase its importance and value as it adds a ton regardless of which side you're on.
*Possibly reduce indirect targeting/locks to NARC or TAG-acquired enemy signatures.
--------------
Key notes:
The MRM is an Inner Sphere tech. With the provisions given above, the MRM has a perfect place between direct fire SRMs and up-and-over indirect fire LRMs.
The Clans, whom do NOT get MRMs, have direct fire LRMs that can behave similarly to MRMs.
Provides further balancing for missile weight differences.
Preserves and enhances the unique flavor of each side.
Increases the value of the scouting/spotting role.
Increases the value of Artemis without destroying the value of LRMs without Artemis.
Ensures MRMs have a tangible role in the game.
---
A final note: I predict the argument that the Clanners may use their LRMs like guided SRMs...
Funny thing about that, SRMs, they have limited guidance and therefore are NOT unguided missiles. That's
Dead Fire SRMs and LRMs, a type of ammo. So yes, MRMs do have a place, and Clan LRMs will not be replacing Clan SRMs.
Mkay. I made my case.
Edited by Koniving, 19 February 2017 - 08:24 AM.