Inferno Srm / Incendiary Lrms
#1
Posted 30 June 2017 - 06:56 AM
An enhancement of an ages-old incendiary weapon system, Inferno SRMs have been around since the early Succession Wars.
These warheads combine volatile incendiary fluids with a soap-like chemical that adheres to almost any hard surface. Intended to raise the heat levels of enemy ’Mechs to dangerous heights.
An extension of the Inferno SRM concept, Marik forces reportedly first deployed incendiary LRMs weapon system during a 3053 clash on Gibson.
--- TechManual
So both weapon systems are valid for MWO, when CivilWar hits.
I can recall two different rulesets to how these work.
1) When you are hit by a missile your heat rises by 6 points. Each other missile that hits increases the duration by another 3 turns. (The first hit counts for 3 turns, next missile 6 turns and so on)
2) Each missile hit imidiatly generates 2 points of heat for one turn. The max number of heatpoints can't be higher then 15.
While I find the idea of mechs running over the battlefield like torches entertaining, I think the second rule is much better suited for MWO.
Question is how would "2points of heat" translate to MWO. Would it be 2% of you heat dissapation capacity or would it reduce for a short time you heat capacity or just be handeled like you have just fired a weapon?
1:1 translating the rules it should be like weaponheat...just that you didn't fired.
I can think of this to be an interesting way to reduce alphas from the enemy.
Beside it beeing an interesting tactical weapon, it has quite a drawback.
At high heat you risk ammo explosions, turing yourself into a tourch and reducing your ammo to Zero.
Since a lot of people prefere to ride the red line I think this mechanic of actualy beeing forced to keeping your heat in check might prevent the widespread use but could give light mechs a tactical weapon to aid others to take out selected targets.
#2
Posted 30 June 2017 - 07:45 AM
Now for those pesky locust, think FASCAM or thunder munitions. Just imagine being able to fire say four LRM 20 racks of FASCAM in certain areas that lights like to travel and have it updated on your teams mini maps.
3057 the thunder inferno type was introduced. The best of both worlds. Mine field and heat.
#3
Posted 30 June 2017 - 08:22 AM
Seriously I think there where several times people, including me, asked for Minefields but so far most of the community refused them. Argueing that they would be to powerfull as they only attack the legs of a mech and make chokepoints even harder to pass or that lights would become obsolete with their legs allways beeing damaged and so on.
Personaly I still think we should have them to break up firinglines and keep people moveing instead of going one step for, one back and alphaing.
Still that would mean that PGI has to bother with creating a system to let weapons use different ammotypes.
Except you restrict them to certain launchers like the Inferno SRM works only for the SRM2.
#4
Posted 30 June 2017 - 11:28 AM
the FASCAM thunder LRMs have a date of 3052, but the other ones are all 3057,
- Thunder-Augmented,
- Thunder-Vibrabomb,
- Thunder-Inferno, and
- Thunder-Active. (these little puppies jump up and attack mechs or hover craft near them)
One would be allow for the Thunder LRMs to be used first as dead fire with an area maybe a bit bigger than the arty strikes. The second to be used as a consumable similar to arty and airstrikes in deployment. I want to hear locust pilots screaming bloody murder as I LRM 5 them to death while legged in a mine field.
Still the idea of mining them then burning them just hits the evil streak in me.
Edited by Barkem Squirrel, 30 June 2017 - 11:29 AM.
#5
Posted 30 June 2017 - 01:11 PM
Inferno SRM2
Incendiary LRM 5
Since a TT turn in MWO is about 7sec, I think, it should be enough time to actualy bring someone up to the max heat while keep it difficulte enough so its not to powerfull.
As for mines. The idea to have more consumable options then Ari and Air, both beeing pretty much the same, is something I could get behind.
It limits the use so that the entire map dosn't becomes a minefield yet could be easy to use without adding another weaponsystem to the game.
Edited by Nesutizale, 30 June 2017 - 01:11 PM.
#6
Posted 02 July 2017 - 06:02 AM
but lrm should be a little bit weaker than the flamer in it's ability to overheat.
because you are applying it from longer range.
srm can have tons of napalm that's ok
#7
Posted 02 July 2017 - 06:43 AM
Mazzyplz, on 02 July 2017 - 06:02 AM, said:
I agree, it would make things more controlable.
Quote
because you are applying it from longer range.
1 heat per hitting missile on an LRM5 would be 2-3 points of heat for 7-8seconds and have a cap of 50% heat at max.
Flamers do constant heat to you and are not capped in the max heat they can apply.
Also doing just heat damage at range won't hinder most mechs I think. At these ranges we currently see mostly other LRM boats and Gauss-PPC builds. Both can be run pretty cool.
The LRM would be most interesting when supporting another player in a brawl so his enemy can't fire as much weapons or shuts down early.
So I would say keep the 1point heat of the LRM.
Interesting thing about this is that when people run Inc-LRMs people might lock targets for them and won't be so angry about someone bringing LRMs to a fight.
Edited by Nesutizale, 02 July 2017 - 06:44 AM.
#8
Posted 02 July 2017 - 07:07 AM
If we have an indirect fire mode with these lrm like the one seen in heavygear 1 for Heavy missile and grenade launcher, that you select the range of fire and not the target would be great ! Like putting mine using the minimap for reference on the other side of a mountain or behind some building ! Hard to aim on an enemy but awesome gameplay and tactics.
And inferno srm2 to heat up mech and incendiary lrm to make smoke screen would be fun!
#9
Posted 02 July 2017 - 07:49 AM
Also scouting would become a thing. Finding a good path to take.
LRMs can be fired without a lock at a specific location allready...well kinda. Sometimes it works sometimes the path becomes realy strange.
Can't remember how HeavyGear did it. You got a clip?
Laying minefield via the Battlegrid
While it would be a logical I think that it should be handled like Airstrikes/Artillery to balance it out a little bit. Minefields at the right spot can be pretty dangerouse so there should be a risk to be taken for whoever deploys them.
LRMs for smoke
While definitly beeing an interesting thing I think I read somewhere that the engine has some trouble with the current amount of smoke in a level allready. So until the code gets fixed there won't be any smokemissiles.
PS: Just yesterday there was StarCitizens "Around the verse" where they tried to explain the trouble with smoke/enginetrails and how difficulte it was to implement as the original code of the CryEngine made to many calls to the CPU-GPU to be useable/taking up to much processing power.
I guess this would be the same problem here.
#10
Posted 02 July 2017 - 02:56 PM
this topic has been argued bigg time in the past. its come to no avail .and every time we post to bring back the history that will make the game a real mech warrior game pgi ignores it.
#11
Posted 02 July 2017 - 03:35 PM
Nesutizale, on 02 July 2017 - 07:49 AM, said:
Also scouting would become a thing. Finding a good path to take.
LRMs can be fired without a lock at a specific location allready...well kinda. Sometimes it works sometimes the path becomes realy strange.
Can't remember how HeavyGear did it. You got a clip?
Laying minefield via the Battlegrid
While it would be a logical I think that it should be handled like Airstrikes/Artillery to balance it out a little bit. Minefields at the right spot can be pretty dangerouse so there should be a risk to be taken for whoever deploys them.
LRMs for smoke
While definitly beeing an interesting thing I think I read somewhere that the engine has some trouble with the current amount of smoke in a level allready. So until the code gets fixed there won't be any smokemissiles.
PS: Just yesterday there was StarCitizens "Around the verse" where they tried to explain the trouble with smoke/enginetrails and how difficulte it was to implement as the original code of the CryEngine made to many calls to the CPU-GPU to be useable/taking up to much processing power.
I guess this would be the same problem here.
Before in a past thread, before the command console was put in I talked about something like this. Using the Beagle active probe or clan active probe to find them. I would add having a command console to help map the location of the minefields for friendly players.
Smoke is another that may be better for SRM's and have a great use on some maps with sniper fests, like frozen city or polar highlands. Want more brawling, use smoke to close the distance.
#12
Posted 02 July 2017 - 06:03 PM
Nesutizale, on 02 July 2017 - 07:49 AM, said:
LRMs for smoke
While definitly beeing an interesting thing I think I read somewhere that the engine has some trouble with the current amount of smoke in a level allready. So until the code gets fixed there won't be any smokemissiles.
PS: Just yesterday there was StarCitizens "Around the verse" where they tried to explain the trouble with smoke/enginetrails and how difficulte it was to implement as the original code of the CryEngine made to many calls to the CPU-GPU to be useable/taking up to much processing power.
I guess this would be the same problem here.
I'm sad with the smoke problem... but will try to find a clip of heavygear 1, I have still the cd !
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