

Mrm / Rocket Launcher Mode Of Fire
#21
Posted 28 April 2017 - 08:13 PM
3 RL20 and the biggest MRM that can fit with the leftover tonnage.
#22
Posted 28 April 2017 - 08:14 PM
ChapeL, on 28 April 2017 - 08:05 PM, said:
Could do stream, with every MRM launcher having the same duration for the stream. 10 rack firing 1 missle at a time in a stream. Each upgrade of 10 would add an additional missle fired at a time. That 40 rackwould fire 4 misslez at a time in a stream. If ton/crit don't favor smaller racks, this would help low missle hard point mechs.
#23
Posted 28 April 2017 - 08:19 PM
I wish that PGI would either avoid them or break the lore with them to fit the game better.
My own idea is as follows:
- The Rocket Launcher comes default with enough free "ghost ammo" to fire exactly one salvo. This means that TT stock builds with RL's are untouched.
- You can equip additional Rocket Launcher ammo as you wish so that you can fire more than once.
- The weapons will have fairly long cooldowns (most lightweight weapons in this game have fast cooldowns, for reference) to preserve the "flavor" of high burst damage for low tonnage. Basically the missile equivalent of Heavy Lasers.
- Not sure about stream fire or not. I guess try it to help keep them more distinct from SRMs and make super crazy oneshots less likely.
- Spooky Heat may need to be involved to deter people from loading up a mech with nothing but Rocket Launchers as a missile equivalent of the Dire Star mech.
Edited by FupDup, 28 April 2017 - 08:37 PM.
#24
Posted 28 April 2017 - 08:42 PM
I do really like the 10 tube limit on MRM's, that would bring a different style, and help regulate 40 potential damage on target.
#25
Posted 28 April 2017 - 08:46 PM
Shifty McSwift, on 28 April 2017 - 06:48 PM, said:
There are mechs where the missile hard points are ignored and it might well be worth 0.5-1.5 tons to deal an extra 10-20 damage per hardpoint. If the heat isn't too restrictive then it's good for front-loading damage or helping you get a kill/KMDD come event time.
For examplke with a Shadowhawk 2K you usually just get 3 large-type lasers to go with the 3 energy, but you can spare an extra 1.5 tons to get 30 damage worth of 1 shot missiles with the spare 3 missile points. Energy stalkers will almost always have room for extra missiles too among other things.
#26
Posted 28 April 2017 - 09:01 PM
It's just that lolcust suggested by the OP sounds horrible, a real leeroy jenkins build and one that would mostly promote clownish play especially with multiple in a team.
Johnny Z, on 28 April 2017 - 07:56 PM, said:
They've come a long way baby ;D
Definitely a psychological warfare weapon too, and if could be replicated in MWO they would make amazing area control weapons, that spread

#27
Posted 28 April 2017 - 09:12 PM
ChapeL, on 28 April 2017 - 08:12 PM, said:
Question: Are MRMs affected by AMS being that they are unguided ? I can't seem to remember.
In MWO, all missiles can be targeted by AMS
MRMs should be moderately vulnerable (depending what PGI sets their HP to)
#28
Posted 29 April 2017 - 03:31 AM
reasoning is that its hard to lead with dumbfire missiles. its not like ppcs where you at most have to lead by one or two mech widths on all but the fastest mechs. you have to fire a couple salvos to zero in for perfect aim. given the range of mrms stream fire lets you check your lead with the beginning of the salvo and get the feedback you need to adjust your aim. rocket launchers have the same problem, but its worse because you only get one set of missiles. so in that case if you could tap off a couple rockets you can check your lead before you commit to firing the rest. missing will be very expensive. id hate to see it as a weapon that works in only one very specific condition (against a potato standing unmoving in the open).
Edited by LordNothing, 29 April 2017 - 03:37 AM.
#30
Posted 29 April 2017 - 03:40 AM
Shifty McSwift, on 29 April 2017 - 03:38 AM, said:
I often wish this could be done with many weapons, particularly lasers (but maybe not pulse).
id actually like to see that on the heavy lasers. burn times of 2 or 3 seconds, but you can abort if your target moves out of view or one of your potato teammates walks in front of you. mw3 had something like that on its pulse lasers and it was rather nifty.
Edited by LordNothing, 29 April 2017 - 03:41 AM.
#31
Posted 29 April 2017 - 04:02 AM
LordNothing, on 29 April 2017 - 03:40 AM, said:
id actually like to see that on the heavy lasers. burn times of 2 or 3 seconds, but you can abort if your target moves out of view or one of your potato teammates walks in front of you. mw3 had something like that on its pulse lasers and it was rather nifty.
I would think here, with how pulse lasers function as lowest burn time of the lasers, and best damage rates, pulse really doesn't need it, but for lasers in general I think it would help them compete with pulse in ways with the added flexibility it would grant.
#32
Posted 29 April 2017 - 04:24 AM
Shifty McSwift, on 29 April 2017 - 04:02 AM, said:
I would think here, with how pulse lasers function as lowest burn time of the lasers, and best damage rates, pulse really doesn't need it, but for lasers in general I think it would help them compete with pulse in ways with the added flexibility it would grant.
i wouldn't use it on pulse lasers like mw3 did. idk why mw3 did it that way. a pulse laser is supposed to be a really high power pulse that takes place over the course of a few milliseconds. so more like a ppfld. they are treated like hitscan in mwo, but it looks like its a string of pulses, which is good enough, even though functionally its the same as any other laser. interruptable beams make sense for lasers with really long burn times, so heavy lasers. but pgi doesnt like to write code and we are not getting anything like that.
Edited by LordNothing, 29 April 2017 - 04:24 AM.
#33
Posted 29 April 2017 - 04:57 AM
LordNothing, on 29 April 2017 - 04:24 AM, said:
i wouldn't use it on pulse lasers like mw3 did. idk why mw3 did it that way. a pulse laser is supposed to be a really high power pulse that takes place over the course of a few milliseconds. so more like a ppfld. they are treated like hitscan in mwo, but it looks like its a string of pulses, which is good enough, even though functionally its the same as any other laser. interruptable beams make sense for lasers with really long burn times, so heavy lasers. but pgi doesnt like to write code and we are not getting anything like that.
The big thing is this game wouldn't be adding new weapons unless they were ready to start adding stuff, meaning this game is in that state now. That's a really good thing.
Another huge bonus is that no new weapons or equipment was added for years. The easy road would have been to keep adding gear none stop making a complete mess of everything and totally lose the sim. That didn't happen!!
Instead they have basically mastered the balance elements and are now adding new gear on a extremely solid foundation.
This game deserves nothing but cheers especially if they start adding new content going forward. Really.
If that happens this may be one of the best built games ever. Where they avoided adding pink clouds to things like MASC or green sparkles to things like ECM, as many games have done even recently.
It has avoided adding pink camo LL with rainbow beams like even the game Destiny fell victim to.
Or an inventory nightmare like most games do where most items in the game are complete trash.
Really I could go on about the mistakes this game has avoided because there are many.
Edited by Johnny Z, 29 April 2017 - 05:04 AM.
#34
Posted 29 April 2017 - 05:07 AM
Johnny Z, on 29 April 2017 - 04:57 AM, said:
Another huge bonus is that no new weapons or equipment was added for years. The easy road would have been to keep adding gear none stop making a complete mess of everything and totally lose the sim. That didn't happen!!
Instead they have basically mastered the balance elements and are now adding new gear on a extremely solid foundation.
This game deserves nothing but cheers especially if they start adding new content going forward. Really.
If that happens this may be one of the best built games ever. Where they avoided adding pink clouds to things like MASC or green sparkles to things like ECM, as many games have done even recently.
It has avoided adding pink camo LL with purple beams like even the game Destiny fell victim to.
Or an inventory nightmare like most games do where most items in the game are complete trash.
Really I could go on about the mistakes this game has avoided because there are many.
i kind of think they have always had the ability. almost every game ive modded with the possible exception of quake (you had to know quake c and be able to use the command line compiler, but it was still very easy to add new weapons and mechanics) has stuck all the weapon specs in text files of sorts, and adding new weapons was as easy as adding new entries. mwo uses xml files for everything, so its just a matter of cut and paste to add stuff. if modding was permitted under the coc, the community would be in the dark ages already.
#35
Posted 29 April 2017 - 08:46 PM
#36
Posted 30 April 2017 - 10:57 AM
stealthraccoon, on 29 April 2017 - 08:46 PM, said:
Pretty much ALL of the FutureTech™ are operating nearly identical to current options
Lasers are Lasers
MGs are Lasers
Dead-fire Missiles are Dead-fire missiles (SRMs)
Locking missiles are locking missiles
There's some variety there, but they all operate on nearly identical framework to what we have now
RACs might be the exception (because they could use the MASC bar for jams) instead of RNGeesus plz
Though, MRMs and RLs will share most of the same characteristics, like every other laser in the game
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