Some of my ideas for the Artillery and Homing version of the Arrow IV that I feel could fit into the game:
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Arrow IV (Artillery):
450,000 c-bills
Damage: 25 (5 per missile, 5 missiles per volley)
15 Tons, 10 Slots
Heat 10
Cooldown: 5
Max Range: unlimited
Min Range: 180m
Velocity: 200
Spread: 5-10 (depending on distance)
Ammo per ton: 30 (6 volleys)
10,000 c-bills
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How this one would work is you open the map and choose a spot for the missiles to hit. The Missiles fly up into the air and "x" seconds later that section of the map gets bombed. something to take note is the trajectory that the Arrow IV would take. Rather than being like LRMS where it fires in a niiiiice smooooth arc, the Arrows would fly Upwards, cruise in the direction needed, and then slowly arc back down. <insert MS Paint diagram>
and Yes, this IS insisting that you can face the opposite direction of the enemy team and still have your shots hit. That is the whole idea and point of the Arrow IV system. The missiles move high and slow so they can adjust trajectory as needed.
![Posted Image](https://i.imgur.com/2F0sHSp.png)
Something else special about it is that it would deal splash damage, each missile dealing splash damage in a 45m radius. This effect could be very similar to the consumable artillery strikes.
To help balance it, It has a long cooldown, and would have an incredibly long travel time. Maybe even make the missile trail super bright so people could SEE it coming, or have it leave smoke trails so people can see Where it was launched from.
It also would only have 6 volleys per ton of ammo, 3 for every half ton. That may need to see a small increase
Something else to balance it a bit more is to have the missiles spread out a liiitle bit more the further they travel, having a min spread of 5 which gets larger from 510m onward.
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Arrow IV (Homing):
500,000 c-bills
Damage: 25 (5 per missile, 5 missiles per volley)
15 Tons, 10 Slots
Heat 10
Cooldown: 5
Max Range: unlimited
Min Range: 180m
Velocity: 200
Spread: 4.5
Ammo per ton: 30 (6 volleys)
15,000 c-bils
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Now this is when stuff gets technical. The homing arrow will not a REQUIRE A LOCK BUT A TAG to operate. Arrow IV (H) Missiles, if fired without a tagged target, will shoot up into the sky as normal, and detonate mid-air after 3 seconds. If fired, and someone on the enemy team is tagged, the missiles will shoot upwards with a large spread, and then the spread will shrink to 4 as they near the target. If the lock or the tag is lost at any time the missiles will continue on their current trajectory until 3 seconds have passed (where the missiles will detonate (still dealing damage to anything nearby)) or they make impact. If multiple enemies are tagged, the Arrow will go after the one that the pilot has locked. If there is no lock, it will simply hit the closest tagged target.
Yes, this STILL insisting that you can look one way and your missiles hit somewhere else. Again, justified because it needs a TAG lock. This isn't an auto-aim system.
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I also would like to note that yes, in the Battletech universe Arrow IV uses 15 slots. However, there are mechs in the game that cant even hold 15 slots, so I insist on 10. I want my Catapult C3 but it only has 10 arm slots!
The Battletech universe also gives the Arrow 5 volleys per ton of ammo. Seeing as PGI recently buffed the ammo economy across the board, I feel like having a few more shots would make the Arrow more viable.
Battletech also has some sources list 4dmg per missile, but some other sources have 5??? With a weapon of this style i feel like its better to use the 5 dmg missiles to help justify using the Arrow IV over say an LRM 20. MWO Is already apocryphal so it's not like and of this is breaking the universe or anything \ ' -'/
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One more thing to remark is AMS. Yes, Arrow IV is a missile, albeit a very big one, so AMS should be able to shoot it. However an Arrow isn't built like an LRM. These are thicc bois. I feel each Arrow missile should have about ~90 health. That's a lot yes, but AMS does 106 per second, meaning one AMS could cut a volley of Arrow by a full 1/5, and that's just ONE AMS. Some mechs carry more than one, and most likely a team has more than one mech with AMS. So it may sound like a lot but don't forget, it usually takes 6-7 AMS to shoot down a single volley from an LRM 20, and just one AMS can nullify a LRM 5.
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I feel like this would be a very interesting dynamic, and put a lot more emphasis on scouting and coordination. Yes, you can wait until the enemies are pushing through and just fire down on them as you spot them yourself, but it would be significantly more effective if you have a scout giving you coordinates and it would give a much more meaningful term to the word "scout." Right now I feel a lot of 'scouts' just pop out at the start od a match to spot targets initially and then turn themselves into micro-brawlers. Adding a powerful weapon that rewards actual teamwork I feel would be a nice healthy boost to the game!
Obviously this design idea isn't perfect but that's why I'm posting it here. This could be a really cool discussion idea and if we work some stuff out perhaps PGI might actually add it in! (Hence why "Brainstorm" is in the title)
so lets get some ideas together and discuss!