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Inferno Srm2


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#1 Ghoja

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Posted 27 July 2020 - 05:08 AM

I've been trying to figure out why this isn't in game yet. All the mechanics needed for it are already in the game.

-Duration and non-stackability of NARC.

-Disable hit location Heatsink(s), (Basically like component destruction, or could destroy the heatsinks of the location but have less heat dmg/sec.)

-Add 1-3 (can be figured out through testing) heat per second. Something like flamers.

Can make them one shot like Rocket Launchers or with very low (maybe 2/ton) ammo amounts.

If not single use (or if unfired single use) ammo explosion destroys all heatsinks at location and causes temporary heat build up equal to the amount of unspent heat dmg of the ammo or weapon.

I really think this is doable and would not be game breaking if done right.

Edited by Ghoja, 27 July 2020 - 05:09 AM.


#2 Mister Bob Dobalina

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Posted 29 July 2020 - 07:15 AM

Good to see another inferno enthusiast Posted Image

I have made a topic out of that quite a while ago together with a poll:

View PostHurbie, on 15 July 2018 - 06:56 AM, said:

Infernos were mentioned from practically day one in the Lore of the BT novels and I think it would not be Melee-level complicated to implement. So, here's my proposal how to put some Inferno into MWO:
  • Make Inferno missiles available to IS only. It has been one of THE guerilla weapon of choice during the lore succession wars and considered terribly barbaric by the Clans. Therefore no Infernos for the Clans.
  • Introduce them as SRM2/4 and LRM5 Inferno launchers (no streak).
  • Introduce matching ammunition amounts per ton comparable in amounts to its non-inferno versions. I could be discussed that Inferno Missiles could be bulkier and therefore only e.g. 80% of missiles per ton compared to their standart missile cousins.
  • Inferno Launchers can be installed in missile hardpoints.
  • No more than 1 Inferno launcher can be equipped to a Mech.
  • Give them the characteristics of a NARC missile regarding "sticking-to-a-Mech" and half of time that it sticks to the Mech (-> 15 sec).
  • Unlike NARC missiles that always hit CT, Inferno missiles have the hit characteristics of SRM and LRM.
  • To keep it simple, Infernos “stick” to the NARC skillnodes.
  • Calculate the heat transferred to the target in seconds times a base HPS times the amount of missiles.
  • Inferno missile heat will be transferred to the target further even when it’s shut down.
  • Inferno launchers will create the heat of its respective non-inferno version +1 tier. For example, an iSRM4 will create the heat of the SRM6 and the iLRM5 the heat of the LRM10.
  • In the event of an iSRM/iLRM component destruction, the damage of exploding ammunition and/or weapon will be X times the dmg compared to its respective version.
  • Inferno components have a higher crit chance compared to standart missile components.
  • In the event of an iSRM/iLRM component destruction, a heat penalty of X times the amount off missiles will be applied to the Mech. For example an iSRM4 destroyed applies 6 heat points to the Mech.
  • iSRM/iLRM will hit friend and foe.
  • iSRM/iLRM cannot be used against Generators, Turrets etc.
  • Since iSRM and iLRM are more NARC type missiles, they will not inflict any dmg.
  • iSRM/iLRM are strictly adding heat points to the target Mech parallel and independently from any heat generating mechanics within said target Mech.
All in all Infernos would be a very high risk weapon with interresting tactical usage. The amount of risk involved with it could be adjusted to make it not too appealing to mass-use them. You reallyhave to be mad enough to use it :-)



Tell me what you think of it. Intriguing idea with HS in the hitbox being disabled. I would even go as far as basically destry them flat out, even when the inferno missile would not do much more damage to the Mech.

#3 Ghoja

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Posted 31 July 2020 - 12:39 AM

I did want to attach a poll to this, but haven't figured out how. I did try looking for any topics having to do with Infernos, but with the mass of stuff (and quite a few mostly impractical ideas) I didn't make it through ALL of the topics.

I agree with no more than 1 Inferno per mech, unless they make them single shot like rocket launchers. (Honestly, I think making them single shot is the best way to go so you don't have everyone just trying to melt each other and they were never meant to be the mainstay of any armament/loadout.) The non-stacking that I put in was to prevent swarms of lights sporting nothing but Infernos as well. I'm sure it'll happen anyway, but it would be less effective. Especially if there's no warning signal like what a narc gives off. Mechs hit should definitely glow brighter in thermal vision too.

I don't really agree with LRM or SRM4 based version or the always hit CT, mostly due to them being guerilla weapons and I would go so far as to say they should have a range half of the normal SRM. In a sense, it should be treated as a seperate weapon in its own right. Infernos are a unique type of weapon, but basically a missile version of the flamer.

I do agree with the higher than normal chance to be crit as well for the components/ammo. Actually, I think C.A.S.E shouldn't protect against the explosion of these either, just because it's almost all heat dmg.

For actual dmg, I think flamer rules should apply. No real armor dmg on impact, but more as the duration goes on.

Could also have the area that got hit get a higher chance to be crit as well since the armor is getting melted/softened from the heat.

I would normally agree with you about no Inferno from the Clans, but given the stage of the war, some clans might resort to using them.

I attempted to keep my idea very basic just to give it a better shot of being taken seriously, and because I didn't want them getting over powered. I think with your idea it would be too powerful and change the whole game. I want them in just as an added option.





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