A fun missile weapon, LRMs, MRMs and SRMs are cool, but fairly straightforward in their use, and equally so in their counters. Arrow IVs would be the hardest missiles to use, but relatively satisfying to land a hit with (20 dmg + splash), a hefty punch but with MWO's armor values, not too scary in the grand scheme of big stompy things.
At this point we must look at the various ammo types that the Arrow IV traditionally used, and pick one or two. Homing ammunition would certainly reward teamwork but may be difficult to implement as the tag dependancy would require special code. Cluster ammo makes the most sensible alternative for ease of implementation and variety, both visual and gameplay.
Once crit-splitting has been addressed - https://mwomercs.com...itting-options/, visually Arrow IV launchers are simply a single-tube missile launcher (like a really fat NARC, with deep roaring blastoff SFX).
Arrow IV's as moderately hot, long reload missiles, with fast (unguided) projectiles make them basically an RPG, a short radius (45m) splash makes them little competition to arty consumables, but useful as a fire support weapon in large, drawn-out engagements. Damage/ton of ammo against a single target should be slightly poor compared to other missile types, this coupled with massive launchers and susceptibility to AMS safely keeps other weapons a better choice for general use.
More fun stuff - If possible, implementing an airburst mechanism that spreads the damage across 5 or so bomblets (still AOE, individually), could create situations where AMS kills the mother projectile but the bomblets still have an effect, albeit across a far wider area than intended.
If you've got a suggestion or disagree with mine, please post it and start a discussion.
Edited by MechanicalWraith, 14 July 2017 - 10:09 AM.