Why Does The Is Lrm Have A Min. Arming Distance?
#1
Posted 26 February 2017 - 10:40 AM
#2
Posted 26 February 2017 - 10:42 AM
#3
Posted 26 February 2017 - 11:20 AM
Brenden, on 26 February 2017 - 10:40 AM, said:
Lore, not much more, also Clan do have a Min Distance,
everything under 150m does about half damage,
everything under 120m does 1/10th damage,
(Clan arnt supposed to in Lore, but Balance)
#4
Posted 26 February 2017 - 11:38 AM
Edited by Dee Eight, 26 February 2017 - 11:40 AM.
#5
Posted 26 February 2017 - 11:54 AM
Brenden, on 26 February 2017 - 10:40 AM, said:
TT gaming balance mechanism. In orignal TT Battletech, with Level 1 Tech, 2x LRM20 would be absolutely brutal in CQB, especialyl with the very questionable S/M/L range system designed for the game (which never made sense... my speed of light small laser is HARDER to hit something at 90 meters with that literally ANY projectile weapon in the game (sans MG), with all the variables of travel time, gravity, etc? Seriously... I love the game, but like many games in 70s and 80s, in particular, it's clear that what little gun knowledge Jordan had came from watching TV, which was even less accurate back then, than now).
Honestly... LRMs minimum range is one of a dozen SMH rules things in TT, from an IRL perspective.
Edited by Bishop Steiner, 26 February 2017 - 11:55 AM.
#6
Posted 26 February 2017 - 12:53 PM
#7
Posted 26 February 2017 - 03:20 PM
C-LRMs dont have a Min Range in TT,
#8
Posted 26 February 2017 - 04:13 PM
Or worse doing this in a stalker.
#9
Posted 27 February 2017 - 08:07 AM
#10
Posted 27 February 2017 - 08:42 AM
#11
Posted 27 February 2017 - 09:08 AM
#13
Posted 27 February 2017 - 09:36 AM
tworivers, on 27 February 2017 - 08:42 AM, said:
Uhm, clan mechs can already fire LRMs at close range with no arming disability. You aren't even discussing the topic at hand.
#14
Posted 27 February 2017 - 10:06 AM
Kiran Yagami, on 27 February 2017 - 09:36 AM, said:
Uhm, clan mechs can already fire LRMs at close range with no arming disability. You aren't even discussing the topic at hand.
It is if you have a good comprehension of english and understand the game which if you did you would get what I am talking about.
#15
Posted 27 February 2017 - 10:12 AM
Brenden, on 26 February 2017 - 10:40 AM, said:
TT rules...
IS LRM's could still damage mechs inside of 7 hexes, it was just harder to hit with in those hexes.... Your target number went up by 1, for every hex under that "minimum range"... How ever PGI has been all over the place with minimum ranges in MWO...
PPC's and IS LRM's both get 0 damage
AC2's&5's ignore it
Gauss Rifles get a charge up mechanic....
I'd just like some consistency with it, either 0 damage, scaling damage or just ignored all together...
#16
Posted 27 February 2017 - 10:28 AM
LRMs are supposed to fly high up so a mech would have to lower his upper torso to hit a target close to him. Makeing it harder to aim. Arming the warhead isn't the problem.
Point is that in MWO we can't lower our upper torso so they had to come up with something else and they went with "no damage".
There could have been other solutions like someone here mentioned about increasing the spread the closer the enemy gets or have a curve that would send missiles higher or other things.
Still I think thats kinda okay as it is. It makes it a more tactical weapon instead of "the other SRM"
#18
Posted 27 February 2017 - 11:45 AM
Edited by 1Grimbane, 27 February 2017 - 11:46 AM.
#19
Posted 27 February 2017 - 11:50 AM
#20
Posted 27 February 2017 - 02:26 PM
This also implies that the Lrm mech should be within 180m of the frontline mechs. Jus' sayin'
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