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What is the Min-Max range on the LRM
#1
Posted 23 July 2012 - 03:35 PM
#2
Posted 23 July 2012 - 03:37 PM
#3
Posted 23 July 2012 - 03:41 PM
Min range, 180m?
#4
Posted 23 July 2012 - 03:42 PM
#5
Posted 23 July 2012 - 03:48 PM
http://mwomercs.com/...deo/sWBOIh078aY
#6
Posted 23 July 2012 - 04:03 PM
Soviet Alex, on 23 July 2012 - 03:48 PM, said:
http://mwomercs.com/...deo/sWBOIh078aY
I think thats the video where he mentions he is waiting for the targeted mech to come within 640m before he can shoot and later he mentions another targeted mech was not within 200m so I would think that the answers would be Max 640m minumum 200m
#7
Posted 23 July 2012 - 04:09 PM
So, if each hex is meant to represent 30 meters (I think that's right?), then the minimum would be 180m and the max would be 630m as Bacon said.
#8
Posted 23 July 2012 - 05:26 PM
#9
Posted 23 July 2012 - 05:49 PM
Kumakichi, on 23 July 2012 - 05:26 PM, said:
Go to the link and watch the video [color="#ffa504"]http://mwomercs.com/...deo/sWBOIh078aY[/color]
don't try to see it, turn in the sound and listen what Russ says, he plainly says he is waiting until the target is within 640 meters before he fires the LRM and later in the video he plainly says that a targeted enemy is still beyond 200 meters so he could still fire at it
so max range 640m that means you chances of a hit beyond 640 rudeced
so minumum range 200m that means your chances of a hit inside 200 reduced
#10
Posted 23 July 2012 - 05:53 PM
#12
Posted 23 July 2012 - 05:56 PM
Kumakichi, on 23 July 2012 - 05:53 PM, said:
then why would he choose 200 why not quote the actual range at the time, he just pulled that number out of his A**
#13
Posted 23 July 2012 - 06:04 PM
#14
Posted 23 July 2012 - 06:06 PM
![^_^](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
#15
Posted 23 July 2012 - 06:07 PM
#16
Posted 23 July 2012 - 06:24 PM
The LRM5 has the greatest damage-to-weight ratio of the LRM range of missiles, making it the min-maxiest (although it could be argued that the LRM20 has the best heat-to-damage ratio and hard point efficiency).
#17
Posted 23 July 2012 - 11:19 PM
This is a parameter subject to balancing changes, and none of those who know its current status are allowed to post about it. I'm fairly sure that the current number is different from what was quoted in that months-old video.
#18
Posted 24 July 2012 - 06:09 AM
#19
Posted 24 July 2012 - 06:41 AM
Chillybill, on 23 July 2012 - 05:49 PM, said:
Go to the link and watch the video [color=#ffa504]http://mwomercs.com/...deo/sWBOIh078aY[/color]
don't try to see it, turn in the sound and listen what Russ says, he plainly says he is waiting until the target is within 640 meters before he fires the LRM and later in the video he plainly says that a targeted enemy is still beyond 200 meters so he could still fire at it
so max range 640m that means you chances of a hit beyond 640 rudeced
so minumum range 200m that means your chances of a hit inside 200 reduced
I know what I'm going to say is a little asking too much for a video game and not a simulator.
but...
it would be awesome if the missiles got a "solid" lock if telemetry says it's within max and min range. But a tempting lock be adquired for ranges outside that range.
Let me explain (I think someone would explain it better.. but I will try)
If a Cicada, running 130kmh is running towards you, you should be able to launch those missiles even at 700 m (i'm just gessing, don't know the supposed velocity of the missiles), knowing that if the Cicada is not maneovering, target and missiles will meet between min/max range and explode.
similar goes on the opposite.
You have a solid lock on a fast mech running away from you. you launch those missiles in max range, or sllightly less. But the velocity of the target makes the impact point farther than the max range... in this case, the missiles would have to fall to earth or at least, explode midair
Even if missiles are fire & forget (no visual/radar contact required to maintain the lock for the missiles), a slight maneuvre on a fast target will make the missiles react and burn more fuel. hence making max range even smaller
What I'm trying to say... is there any "real world" logic/maths applied to missiles lock-on, emplyment range, pK min max,
Addendum:
I'm not trying to breach battletech TT canon nor TT rules.
just trying to feel myself a little more in a mech simulator.
#20
Posted 24 July 2012 - 06:47 AM
At 0:50 you can clearly see the Catapult acquiring a missile lock on a Hunchback at 1050 meters distance. I expect that you can in fact get missile locks on anything your scout is lighting up for you, no matter where it is (provided there isn't an universal targeting distance limit).
It's up to you to decide when to fire your missiles.
So yes, I'd guess that it is in fact possible to fire early if you see a scout run towards you and have him run straight into the missile cloud. Unless, of course, he notices you launching beyond maximum range and pulls a sharp left to stay out of range until the volley has expired in midair...
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