MrMilkshake, on 17 February 2018 - 04:42 PM, said:
What sin ? Please explain why it's a sin for games to have a low skill ceiling all round weapon that can be used by anyone. I certainly think they are still a perfectly viable weapon (Damage number wise) in any tier of quickplay and have been proven wrong on a few occasions in CW too.
Having it have a low skill
floor is fine. But making it disproportionately effective at lower skill levels, and capping it with a low skill
ceiling is a bad practice.
By making it disproportionately effective at lower skill levels (getting indirect fire for free, essentially), you turn off a bunch of newbies. Some of them might stick around and git gud, but you'll lose quite a few as they get wrecked by LRMs. That's not good for new player retention.
"Easy to learn, difficult to master" should be the watchword. Effectiveness of a weapon would be tied to the skill of the user versus the skill of the defender, across a variety of skill levels.
This way, you don't end up having a weapon that's way more effective at lower skill levels, and you also continue to see it used even at high level play, contributing to the variety and depth of the game.
Streak SRMs have the same problem, BTW. They are very low skill ceiling, very ineffective against most mediums and anything heavier than that, but brutal against Light mechs.
MrMilkshake, on 17 February 2018 - 04:42 PM, said:
What do you mean by "require significant changes to MWO's underlying engine" ? As far as im aware its just numbers on a sheet that can be changed at will. Genuinely curious on this one
Those numbers on a sheet have been tweaked before in the past, but usually just cause wild fluctuations in LRM performance. For example, at one point, LRM flight paths were programmed such that they'd do a 90 degree nose dive, and there was essentially almost no hard cover from them except overhead cover, as the missiles would just fly over most cover and dive straight down.
The base mechanics of it could be changed instead, such as having the shooter influence missile flight path with his reticule placement. Use this to control the arc of the missiles, or use it to target specific body parts. Give the shooter different guidance modes they could use, as it is in real life.
For example, while the shooter's lock guides the missiles via datalink, the missiles could also have their own terminal guidance. The shooter can choose between holding their reticule closer to the target and exposing their torso to return fire, in exchange for a tighter spread and direct control over the body part the missiles will go for, or they can cut the missiles loose on their own guidance so they can maneuver defensively and shield in exchange for the missiles' spread growing wider and tracking more poorly. It doesn't have to be binary either/or, it could even be some combination of the two, such as a shooter guiding the missiles for the first 300 meters before deciding to cut them loose to defend himself, and letting the missiles guide themselves over the last 200 meters.
A shooter could even launch the missiles ballistically toward a target
without any lock-on, just lobbing them where he predicts the target will go, then have the missiles pick up the target when they get close enough.
These modes would be roughly analogous to how pilots in real life can use their long-ranged air-to-air missiles. A pilot can launch a missile at a target locked up by his own radar, then turn away as far as his radar's gimble limits will allow, and hold that angle, so that his own radar holds the lock while the datalink guides the missile, in a maneuver known as the Crank. But, if the enemy shoots back, the pilot has to judge how long he can afford to wait before he must break away completely in order to evade the incoming enemy missile, and let his own missile guide itself. However, the missile's own radar is far less powerful (it's a lot tinier than the fighter's own radar), so it may not pick up the target right away until it gets closer.
Also, even if the missile picks up the target, the target can still evade it. Contrary to the usual movie portrayal, the rocket motors of missiles actually only burn for a few seconds, after which they are basically steering toward the target with no further thrust. That's how a fighter which pulls 9 g's can dodge a missile that can pull 40 g's, because the missile can really only pull 40 g's early in the launch. Evasive maneuvers by the fighter can force the missile into turns to track it, and each turn the missile makes bleeds it of kinetic energy that it cannot regain (unlike the fighter which can regain energy), so that
hopefully by the time the missile gets close, it doesn't have enough energy to keep up with the fighter's turn. Again, unlike Hollywood where the hotshot pilot waits until the last possible moment to make a break turn to evade an incoming missile, in real life you want to be maneuvering early and often to force excessive turns upon the missile.
Anyways, it's very possible that the exchange of missiles forces both opposing fighters to break off well before either sides' missiles gets within range, so that the BVR exchange nulls itself out, and then it turns into a WVR dogfight. That possibility is why fighters are still designed with good kinematics in mind, rather than just stealth and speed and long-ranged missiles. Because even as BVR capabilities improve, the problem is that your enemy's BVR capabilities also improve, and the improvements may just cancel out.
Next generation concepts involve datalink sharing, such that a missile launched by Fighter-A can be guided by the radar of Fighter-B, which would free up Fighter-A to maneuver defensively immediately after his shot.