Why aren't we getting Arrow IV Missiles with the new tech-Update?
http://www.sarna.net...ow_IV_Artillery
(To make it clear: I am not salty, just curious, since Arrow IV is available since 3044 for IS, and much longer for Clans).
As I understand it, there are probably 3 major issues:
1. Arrow IV takes up slots in the side-torso's AND in the arm (12 for clans, 15 for IS). I assume this can't be done with the current Game-Client... ?
Possible Solution:
Well, a "simple" update on the mechlab should do the trick here.
2. Tonnage to Damage-ratio is probably bad; very bad.
Arrow IV weighs up to 15 tons a and takes up up to 15 slots, while dealing "only" 20 damage.
And all that with only 5 Shots per ton, its like a homing-AC20-round.
How do you balance this weapon, especially when you end up in a map with to much cover to use this weapon effectively?
(If you worry about Arrow IV beeing OP on maps like Polar highlands when uses en mass, check point 3., where I ponder about balancing Arrow IV hit/miss wise).
Possible Solution:
While PGI could always up the ammo-count, this does not help in City-Style maps where you probably have NO chance to hit your target AT ALL.
If Arrow IV missiles would be able to fly very high and then head straight down when close to the target (provided a friendly tagger for the final approach), this might help a lot in making the weapon not completely useless in City-maps.
3. Arrow IV is probably hard to balance hit/miss-wise,
depending on what Ammo-Type PGI would implement, and in regards to AMS. Quoting Sarna here:
"Arrow IV launchers can be equipped with standard unguided area saturation missiles, causing massive damage to any unit within its 45-meter blast radius, or homing missiles which work in concert with forward units carrying Target Acquisition Gear to lessen collateral damage."
I assume PGI has no clue how to balance this - especially with AMS in mind, since AMS against LRM's will just reduce the numbers of incomming missiles, while Arrow IV consinsts of only ONE missile. You can either shoot it down or not, there is no reduction in firepower like with LRM's.... right? o_0
Possible Solution(s):
As a single Arrow IV missile can deal up to 20 damage, I think the best bet here would be to have the Arrow IV missiles work as area saturation missiles that can hit a mech (especially with TAG in use), resulting in damage dealt all over the target, much like with Clan ERPPC's.
AMS's firing at the missile will make it shift it's course up to the point where it can completely miss the target and hit the area near it, resulting in splash damage (so Arrow IV would not become TOTALLY useless when the enemy has lots and lots of AMS deployed).
If the Arrow IV missile would use multiple warheads, AMS could just destroy some of them to soften up the impact (like with LRM's), if the entire "AMS simply makes Arrow IV less accurate"-thing is impossible to implement or just not desired (if you prefer this solution over the accuracy-reduction solution, I leave it up to you why detonating a single warhead inside the Arrow IV missile would not blow up the rest of the warheads as well).
In short, I suggest to kind of mixing up the two available types of ammo and merge it into one, for balancing reasons.
So, PGI, why U no Arrow IV?
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/wink.png)
@ fellow Mechwarriors: commence discussioin, I'd like to hear your points of view on that matter!
Trashhead, out. o7
P.S.: I am aware of the fact that most players would probably just use LRM's instead of Arrow IV, anyway.