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Lrm Mechanic Change: Spread And Tracking As A Function Of Reticule Hold On Target


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#1 YueFei

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Posted 24 August 2018 - 11:27 PM

I'm suggesting a change to LRM mechanics so that the initial spread on launch is very very large, with the spread tightening as a function of how close to the target you hold your reticule. The closer you hold the reticule on target, the faster the spread tightens. If you take the reticule off-target, the spread blooms again.

The rate at which spread decreases or increases can be tuned as needed, and Artemis can add to this as well (for example, increasing the speed at which spread decreases, and decreasing the rate at which the spread blooms).

The other change would be to make it so that the missile track depends on where you point your reticule. You can do mid-air bending tricks, but the spread will bloom out. Thus, you could bend your salvos around cover to hit someone, even with a blind shot, but the spread will be larger and the damage less focused.

Also, the fact that the missiles will try to track toward your aim point means that you could try to land your damage selectively on specific components.

With this change, you could also make LRMs do full damage inside of 180 meters. If you did launch within 180 meters, the initial spread would be so large that you'd sandblast and/or mostly miss your intended target.

This raises the skill ceiling for LRM use, while at the same time making it so that lazy LRM use still results in highly inefficient damage dealing.

#2 dante245

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Posted 25 August 2018 - 12:05 AM

interesting Idea..but first lets get PGI to fix the bug with hit box scanning when trying to lock on with lock on weapons





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