
BASIC:
Heat: 10
Damage: 20/10
Minimum Range: N/A
Short Range: N/A
Medium Range: N/A
Long Range Clan = 9 Maps
IS = 8 Maps
Tons :
- Clan = 12
- IS = 15
Critical Slots:
- Clan = 12
- IS = 15
Ammo Per Ton 5
Taking account of that ammo/ton, and damage, it seems that each shot deals 30 damage, and based on "20/10" i think it could be that 10 PPFLD, and 20 splash damage or the other way around. But i think it would deal 20 damage to all enemies within 45m radius of it's impact, and +10 damage when direct. As per the normal Arrow IV round is.
Arrow is literally an LRM with 8-9 maps range. It's practically a long-tom cannon carried by a mech. If implemented if lore is followed, then anyone can be hit, from any open area at any point of pretty much any map.
I can see it now, Potatoes hanging from literally at the other side of the map, nearly touching the bounds, and just being total god ******* damn parasites.
How it can work:
Right now, IS version requires 15 slots, which no IS mech could mount it. PGI could approach Crit-Splitting. But i think it would be just simpler to reduce the slots to 10-slot 14 tons for IS, and 8 slots, 12 tons for Clan. Because of this, damage may be reduced to a cumulative 20 - 24, even a new weapon called "Arrow V".
Currently, PGI has not yet implemented ammo switching while in the battlefield, and the slug/buckshot is handled by having separate weapons instead, C-AC/C-LBX. Disregarding that, assuming that we just have the weapon -- be it separate weapon, or switchable ammo.
Based on the info, that only the Homing Missile is guided, the rest is unguided. If so, how can one precisely hit what one wants hit via indirect fire? Pointing at something will only tag towards what your crosshair is pointing, not behind it.
The solution i could think of is that, firing the AIV requires the Battlegrid, it would be simply point and click while the Battlegrid is up. It can still be dumb-fired, but firing from behind cover without LOS can be handled via Battlegrid. This however poses the possibility of spawn-firing, or simply shooting where you think the enemy would go, but considering that missiles are generally slow, they would see it coming and avoid it, likewise it takes so much time to land that it's unlikely to hit them from very far.
Each missile would be fast, singular LRM in flight, and small Artillery Strikes on impact, dealing 20 splash damage to each mech inside the 45m radius of impact, while direct impact would deal an additional 10 PPFLD. To balance it out, it would have 270m of minimum range.
The fired missile can be locked like a UAV, but can only be shot down by AMS. When locked, it's landing site and blast-radius would be revealed.
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Homing
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It's basically a Streak LRM; requiring constant lock to home, lock to fire, and it's even more complicated as it requires TAG to retain lock. That means it's abso-*******-lutely useless if your team don't have a TAG, or you forgot one, or your TAG is destroyed.
Otherwise, it still hits like a train, if it hits. Else still does the same ground splash damage, like a mini long-tom or a mini artillery-strike. Although being guided unlike the rest, you don't need to point to the battle-grid to fire. You can just acquire locks to fire, and keep moving.
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Cluster
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Assuming that i does what i think it does, it's basically a missile that explodes in mid-air, and as it does, it shoots out pellets like an LB30X fired from above. Seems simple enough right?
The advantages i could see, aside from larger damage, is that the bomblets can't be shot down by AMS, the Arrow can be fired from much farther, and the bomblets can be a lot farther. Also being LBX-ish, it may have increased critical chance. Ammunition change can also be the perk, but then considering that ammo-change is not implemented, we can only assume the same C-AC/C-LBX implementation.
Of course considering that LBXs are best used close-range, this long-range weapon may be moot and useless. And considering that this is not homing, damage would be ******* spread all over.
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Smoke and Illumination
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Game Rules
Smoke Arrow Missiles follow all normal rules of unguided artillery. Each shot fills one hex and the adjacent hexs with Heavy Smoke that rises 2 levels high and lasts until the end of the third round after fired
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Game Rules
Utilize same rules as standard artillery munitions, however instead of dealing damage they negate any modifiers due to night or dawn/dusk conditions within the target area.
The game doesn't have Fog of War, only Line of Sight to hide. But how i could see it work is that, Smoke would work like an ECM -- but locks would work, it simply cannot lock anything inside and behind the smoke, if something is behind a smoke but not in it, allied lock is still possible. This completely negates any UAV effect.
Illumination can act like a Low-Duration and Small-AOE UAV, that can be deployed from afar. It could be probably just for revealing enemy location briefly, but not for reliable LRM locks. But that depends.
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Inferno and Thunder/FASCAM
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Game Rules
Units hit by Inferno-IV missiles suffer the same effect as being hit by a number of normal Inferno missiles, while the area affected continues to burn for the remainder of the scenario. Units moving through an area hit by Inferno-IV missiles suffer normal fire damage
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Game Rules
Thunder Arrow Missiles are fired in the same manner as Arrow IV Missiles, however instead of dealing direct damage they deploy a minefield onto the target hex with a density of 30 points. Units within a hex struck by a Thunder missile may exit the minefield without damage, however other units passing through it follow the standard minefield rules.
Basically like the Cluster missile, but as opposed of exploding on impact, Mechs have to step on it to explode. The Thunder and the Inferno are relatively the same, only the Inferno has the chance to explode immediately, and cause fire that will hurt anything that passes through.
The two missiles are basically Area-Denial weapons that are fired in advance. It could be useful against lights, but not like they could use Jump-Jets to not step over the mine.
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Davy Crockett
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As per Sarna's description, it seems that the blast radius of the Davy Crockett is 1000m+, since the infantry launcher has a max range of 1000m, yet the launcher can be caught at the blast radius. With a power of 1/2 Kiloton of TNT, i do think that any mech directly hit, is pretty much ******* dead. How on the ******* Inner-Sphere can we ******* balance this ******* ****?
The obvious answer would probably be, "Don't implement it", and at that, as awesome it may be, it shouldn't be implemented.
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Final Thoughts
AIV is not really something that can be translated well into FPS. It's like it's for RTS games instead, that a player can command multiple units at once, have a top-down look at the entirety of the map, and direct an army, than just pilot a single mech. It's not impossible to have a 12-man team to be perfectly coordinated, but with how the Arrow IV is created, it's much more geared towards the RTS style of use.
If it were implemented in MWO right now, and if it were balanced, AIV would invariably be a completely different weapon that made the "AIV", being a portable Long-Tom. It could be just a different LRM, or just an upgrade into an "LRM30" with a slightly different mechanic.
Edited by The6thMessenger, 13 March 2017 - 06:02 AM.