Mrms All Have Same Cooldown Time?
#1
Posted 04 July 2017 - 02:28 PM
MRM boats are going to carry the bigger ones and cycle through them if need be. And there will be MRM boats if there is no difference between MRM 30 and MRM 10. Don't you think?
#2
Posted 04 July 2017 - 03:40 PM
MRM10: 3 tons
MRM20: 7 tons (2 MRM10s save a ton)
MRM30: 10 tons (3 MRM10s save a ton)
MRM40: 12 tons (same as 4 MRM10s, 2 MRM20s lose 2 tons)
If anything the MRM20 and 30 should have slightly better base stats than the 10 and 40 to offset this.
#3
Posted 04 July 2017 - 08:15 PM
Gentleman Reaper, on 04 July 2017 - 03:40 PM, said:
MRM10: 3 tons
MRM20: 7 tons (2 MRM10s save a ton)
MRM30: 10 tons (3 MRM10s save a ton)
MRM40: 12 tons (same as 4 MRM10s, 2 MRM20s lose 2 tons)
If anything the MRM20 and 30 should have slightly better base stats than the 10 and 40 to offset this.
That defies basic missile parameters though. Smaller is always faster. Larger does more damage. More damage has the biggest cost because it is the most powerful upgrade.
#4
Posted 04 July 2017 - 10:18 PM
Quote
Because generally the smaller launchers are less tonnage efficient than the larger launchers hence why theyre faster to help make up for that tonnage inefficiency
but the MRM10 has the same tonnage efficiency as the MRM40 which is why the cooldown is the same
Regardless MRMs still have a ways to go before theyre viable
1) need shorter volley delay so they stream out faster
2) need max range increased to 540m so they have more of a range advantage over SRMs
3) need velocity increased to 480m/s because if their max range is increased they need to go faster
Edited by Khobai, 04 July 2017 - 10:20 PM.
#5
Posted 04 July 2017 - 10:51 PM
Khobai, on 04 July 2017 - 10:18 PM, said:
Because generally the smaller launchers are less tonnage efficient than the larger launchers hence why theyre faster to help make up for that tonnage inefficiency
Every SRM is two tubes per ton (half-ton Clans).
SSRMs are two tubes per 1.5 tons (1 ton Clans).
LRMs start weird, but otherwise you gain 5 tubes every 3 tons (1.5 Clans).
Basically, every missile type has every size launcher being exactly as tonnage efficient as the next with the sole exception of the LRM5. MRMs are special in that they do *not* follow this trend so closely.
Smaller launchers fire faster (and spread less) simply so you have a reason to choose them over otherwise equally tonnage efficient alternatives.
#6
Posted 04 July 2017 - 11:21 PM
MRM 20s can fire up to three (MRM 60) without ghost heat.
MRM 30s can fire up to two (MRM 60) without ghost heat. Less heat efficient, and a looser spread than 3X20, but requires one fewer slot, and one fewer ton.
MRM 40 is exactly the same as 4 MRM 10s with a looser spread, but requiring only one hardpoint.
The ghost heat caps are the reason to use 20s or 30s. Tonnage efficiency is the reason to use 10s or a 40.
All of them have their niche, and are well balanced as is with regards to one another. Now, as to whether they are balanced with regards to other weapons is an open question. I do believe they'll preform better on a 12v12 environment with firing lines and stand-offs at 300-500 meters than they do in testing where everything very quickly breaks down into a brawl.
#7
Posted 05 July 2017 - 01:08 AM
1 rack - 40
2 racks - 30
3 racks - 20
4+ racks - 10
Edited by LordNothing, 05 July 2017 - 01:12 AM.
#8
Posted 05 July 2017 - 01:14 AM
Bigger launcher are also more HEAT efficient.
#9
Posted 05 July 2017 - 05:08 AM
LordNothing, on 05 July 2017 - 01:08 AM, said:
1 rack - 40
2 racks - 30
3 racks - 20
4+ racks - 10
do you know how one 40 and one 20 which causes ghost heat compares to 2 30's heat generated
#10
Posted 05 July 2017 - 09:04 AM
SRM 4: cooldown 3 seconds
SRM 6: cooldown 4 seconds
SSRM 2: cooldown 3 seconds
SSRM 4: cooldown 4.5 seconds
SSRM 6: cooldown 6 seconds
LRM 5: cooldown 3.5 seconds
LRM 10: cooldown 4 seconds
LRM 15: cooldown 4.3 seconds
LRM 20: cooldown 4.6 seconds
That is why MRM: 10 needs to have a shorter cooldown than an MRM 20, which is shorter than an MRM 30, which is shorter than an MRM 40.
Otherwise you break the normal missile balances across the mech classes and chassis. There are reasons beyond this that have a major impact on the game. Boating MRM 40's having no drawbacks is one. At least use the LRM cooldown structure. MRMs have similar weight and crit savings per launcher size. MRM 10 are best because they do the least damage per hardpoint. Balance.
#11
Posted 05 July 2017 - 10:24 AM
Every 10 tubes of MRM bring a DPS of 2,3 with a wide spread
Every 6 tubes of SRM bring a DPS of 3,2 with a much tighter spread
For MRM 10s this gives a 0,77 dps per ton
while non artemis SRM has a 1,075 dps per ton
If you slap Artemis on it its more similar at 0.8 per ton.
But if you use MRM 20s or 30 the dps per ton is atrocious.
So either tighten up the spread of MRMs or lower the CD so the Dps per ton is that of a non artemis SRM. Since that is what the MRM 10 is. Right now its basically a non artemis SRM 6 with 50% increased range, longer cooldown, lower damage and a spread from hell.
Edited by bbihah, 05 July 2017 - 10:44 AM.
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