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Arrow Artillery When (Brainstorming)

Weapons BattleMechs Gameplay

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#41 Hellbringer

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Posted 08 April 2019 - 07:20 AM

Posted Image
i just like your cute drawing.

Edited by Hellbringer, 08 April 2019 - 07:20 AM.


#42 Battlemaster56

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Posted 08 April 2019 - 08:49 AM

View PostTeenage Mutant Ninja Urbie, on 08 April 2019 - 06:55 AM, said:


I don't know.. basically 'free damage' and the almighty-damage-epeen is a thing, as we all know.

Free damage for exchange for compromising my build that still get me a ton of damage. Or keep my build get a ton of damage save sp for other nodes that boost my mech already deadly performance even to be more deadly?

Oh did I mention you may just way waste 40-80k per match if you miss you strike or anyone with a brain will just move out the way.

I think I'll I stick with option 2 it's more consistent than option 1.

#43 Lykaon

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Posted 08 April 2019 - 11:19 AM

View PostFupDup, on 06 April 2019 - 08:46 PM, said:

That's not what I'm saying. I'm saying that the coding required to make a hardwired Arrow IV would, by definition, require the coding a weapon that could be technically mounted on any mech (even if you choose to restrict it like MASC or ECM). Hardwiring is a property set on the chassis level, not the equipment level.


Any item that takes more than 12 slots has to be either shrunken or split in order to fit the current mechlab limitations. Hardwiring doesn't change the mechlab mechanics and limits.



So say there was an Arrow IV launcher component hardpoint and an Arrow IV support equipment hardpoint.

The Arrow IV launcher component would require an installed Arrow IV support equipment item to function (similar to how Stealth armor requires installed ECM to function or how there is a check for appropriate ammo in order to fire)

Now only apply these new arrow related hardpoints to specific chassis and lock the arrow IV items to the chassis crit table.

So in theory this should be a work around to the issue you mentioned since if any particular mech had the arrow related hardpoints the Arrow IV system would work...but the only mechs with Arrow hardpoints will have the items locked.

Edited by Lykaon, 08 April 2019 - 11:22 AM.


#44 Khobai

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Posted 08 April 2019 - 12:27 PM

View PostBattlemaster56, on 08 April 2019 - 05:38 AM, said:

If tag is a must have for arty and airstrikes then everyone will just drop the consumables and put what sp they had for extra for other nodes. Knowing players they not gonna compromise their builds just for one or two meger strikes.


Arty and airstrike consumables could just be removed if ARROWIV is added as a mech weapon.

A TAGGED target should be required to both initially fire and guide ARROWIV missiles to their targets. They would be like giant slow moving LRMs that only update their guidance trajectory while their lockon target is tagged. Otherwise they would just keep heading towards the target's last location where it was tagged.

View PostLykaon, on 08 April 2019 - 11:19 AM, said:


So in theory this should be a work around to the issue you mentioned since if any particular mech had the arrow related hardpoints the Arrow IV system would work...but the only mechs with Arrow hardpoints will have the items locked.


Its not really theory. It would absolutely work. Youd just be be dividing ARROWIV into two seperate hardwired components. A functional weapon component and a placeholder component that exists purely so ARROWIV takes up the right amount of tonnage/crits.

Im not saying the workaround is perfect or doesnt have issues, it does, but it would be the easiest and quickest way to actually add ARROWIV into the game without requiring any new coding for critsplitting.

And I still think ARROWIV should only exist as hardwired equipment on the Naga and Catapult-C3. Because that makes adding ARROWIV to the game much easier if its only on two mechs. At least initially. More mechs with ARROWIV can be added gradually in the future.

View PostGuardDogg, on 08 April 2019 - 06:31 AM, said:

Surprised we have not seen Long Toms (tiny nukes) in MWO. Maybe to much to program or will a lot of angry pilots uninstalling.


The problem with long toms is that mech torsos cant pitch up high enough to make an arcing ballistic weapon work. There would have to be special coding to allow the long tom barrel to pitch up and down independently of the torso. PGI wont get into doing that.

That is why ARROWIV is the only artillery weapon thats actually reasonable to add to the game. And it would be fairly easy to add to the game using the existing system for LRMs as well as a few workarounds. The only special coding required would be the ARROWIV weapon itself and how it interacts with TAG.

Edited by Khobai, 08 April 2019 - 12:45 PM.


#45 Battlemaster56

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Posted 08 April 2019 - 12:44 PM

View PostKhobai, on 08 April 2019 - 12:27 PM, said:


Arty and airstrike consumables could just be removed if ARROWIV is added as a mech weapon.

A TAGGED target should be required to both initially fire and guide ARROWIV missiles to their targets. They would be like giant slow moving LRMs that only update their guidance trajectory while their lockon target is tagged. Otherwise they would just keep heading towards the target's last location where it was tagged.


Homing Arrow IV requires tag, there is a unguided version and if it's added to the game most players would just use the standard unguided as it have more freedom and independence in use.

#46 Khobai

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Posted 08 April 2019 - 12:47 PM

Letting people dumbfire arrowIV seems even more irresponsible than letting people spam artillery and airstrikes everywhere. At least artillery and airstrikes are limited in how much team damage they can do...

I think arrowIV absolutely needs to be homing to limit the team damage. There also needs to be some kindve warning indicator on the ground to show where friendly arrowIVs are going to hit.


And I would solve the TAG issue by simply giving TAG to lights for free. That way if you have lights on your team you always have access to TAG.

There is simply no reason TAG shouldnt be free on lights. Because most people arnt gonna pay 1 ton and 1 crit on a light to bring TAG. Its not worth it when tonnage on lights is at such a premium already.

Or maybe instead of a free tag, give lights the option of taking one free utility equipment. One of which would be TAG. But you could have 2-3 other options. That would certainly help lights perform their role better as well.

That would make it so homing ARROWIV isnt as dependent on someone taking TAG. Since TAG would be freely available.

Edited by Khobai, 08 April 2019 - 01:05 PM.






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