- Arch reduction on LoS -> good for maps like solaris, crimson, HPG, just very volatile with partial cover ...
- Spread increase -> good, might need bit more
- Velocity decrease -> not too noticable
- Heat Scale limit increase -> good, it just matches the larger launchers better
- Heat Scale Penalty amount increase -> good, but not high enough. You can still fire 4x CLRM15 together
Improvement Suggestion part:
The choice of using direct and indirect can be further improved by using artemis.
Suggested difference between LRM Artemis (LOS only) vs LRM LOS vs LRM Indirect:
Arc: straight / med / high
Spread: low / med / high
Tracking: high / med / low
Velocity: high (200) / med (175) / low (150)
And the difference between IS and Clan can also be further enhanced to give some "background" to the Clans having half the size/weight.
IS vs Clan:
Base heat: med / high
Heat penalty: high / very high
Cooldown: med / high
Ammo: high (200/ton) / low (120/ton)
This will provide more benefits to LOS and even more to artemis to be worth the tonnage and give players the choice for the prefered arch on LOS missiles (straigt vs small arc) and indirect (high arc).
Also giving Clan launchers more heat and less ammo makes sense, as they are build more compact and do not have the mass and space for heat dissipation and missile size.
-> at least it feels better than just reducing the dmg per missile for Clans.
One important part that still remains is the previously postponed PTS of Info-Warfare-PTS3.
Quote
The main idea of the InfoWar PTS was great.
Different Mech classes with different sensor characteristics.
Multiple range and speed differences to give different mechs/classes different feels
more here: https://mwomercs.com...ost__p__6147458
To sum it up (mostly from the InfoWar PTS, some changes with Skills)
->
1. Sensor Strength (your targeting base distance) dependent on weight with some baseline as mentioned Lights = 1000m
Meds = 800m
Heavies = 600m
Assault = 500
2. Sensor Profile (your mechs profile - how easy it is to track) dependent on weight/size you are faster/easier to target (targeting info) and lock-on (missiles)
e.g.
Lights = base of 3s targeting delay, 6s target info speed, 2s default missile lock speed
Meds = base of 2.2s targeting delay, 5.2s target info speed, 1.6s default missile lock speed
Heavy = base of 1.5s targeting delay, 4.5s target info speed, 1.2s default missile lock speed
Assault = base of 1s targeting delay, 4s target info speed, 1s default missile lock speed
3. Command Console/Targeting Computer/C3 affecting Sensor Strength stats
4. ECM (see InfoWar PTS) no longer being a on-off lock counter, but just manipulating the above stats. (e.g. 50% reduced lock on speed)
5. Skill tree skills and Quirks for the above
6. Scouting, Narc and Tag instantly gain more relevance
Different Mech classes with different sensor characteristics.
Multiple range and speed differences to give different mechs/classes different feels
more here: https://mwomercs.com...ost__p__6147458
To sum it up (mostly from the InfoWar PTS, some changes with Skills)
->
1. Sensor Strength (your targeting base distance) dependent on weight with some baseline as mentioned Lights = 1000m
Meds = 800m
Heavies = 600m
Assault = 500
2. Sensor Profile (your mechs profile - how easy it is to track) dependent on weight/size you are faster/easier to target (targeting info) and lock-on (missiles)
e.g.
Lights = base of 3s targeting delay, 6s target info speed, 2s default missile lock speed
Meds = base of 2.2s targeting delay, 5.2s target info speed, 1.6s default missile lock speed
Heavy = base of 1.5s targeting delay, 4.5s target info speed, 1.2s default missile lock speed
Assault = base of 1s targeting delay, 4s target info speed, 1s default missile lock speed
3. Command Console/Targeting Computer/C3 affecting Sensor Strength stats
4. ECM (see InfoWar PTS) no longer being a on-off lock counter, but just manipulating the above stats. (e.g. 50% reduced lock on speed)
5. Skill tree skills and Quirks for the above
6. Scouting, Narc and Tag instantly gain more relevance
And now the final touch:
Locking separate mech parts and using fire-and-forget locking mechanics:
I would prefere if missiles would be fire-and-forget mechnic, because it would allow you to twist away without wasting the shot.
The only trick you can use is to gain the lock by indirect targeting before engaging (e.g. from cover).
If the missiles would be fire-and-forget after lock, you would be able to twist and you could also supress multiple targets easier (as you would still hit the first target while locking the next one already).
Reno Blade, on 26 February 2018 - 09:26 AM, said:
Sure locking on 5 parts separately needs to be very fast (e.g. needs to already happen while the lock cycle is spinning).
I think it could be without visuals, where your missiles "aim" for the 5 areas that you are aiming at when locking on.
So, if you have a steady aim at your targets RT, all the missiles would try to aim for this side of the mech instead of the center mass.
- with the existing spread, you would probably still hit different parts, or miss some missiles, but that way you could add "skill" to your aiming.
and if we also would have the lock-on icons for each of the 5 target zones.... for fun:
I think it could be without visuals, where your missiles "aim" for the 5 areas that you are aiming at when locking on.
So, if you have a steady aim at your targets RT, all the missiles would try to aim for this side of the mech instead of the center mass.
- with the existing spread, you would probably still hit different parts, or miss some missiles, but that way you could add "skill" to your aiming.
and if we also would have the lock-on icons for each of the 5 target zones.... for fun: