Anti-missile systems - selectable?
#21
Posted 03 February 2012 - 01:27 AM
#22
Posted 03 February 2012 - 02:15 AM
The AMS/LAMS should also have a minor intelligence added to it, meaning a selective targeting system where the missiles homing in on the owner of the AMS/LAMS gains higher priority than others inbound missiles
Though the ability to switch the AMS/LAMS off during scout runs would surely be appreciated, there is nothing like scouting and seeking out cover from hostiles, only for your AMS//LAMS to visually broadcast the location.
#23
Posted 03 February 2012 - 02:33 AM
KitLightning, on 03 February 2012 - 02:15 AM, said:
The AMS/LAMS should also have a minor intelligence added to it, meaning a selective targeting system where the missiles homing in on the owner of the AMS/LAMS gains higher priority than others inbound missiles
Though the ability to switch the AMS/LAMS off during scout runs would surely be appreciated, there is nothing like scouting and seeking out cover from hostiles, only for your AMS//LAMS to visually broadcast the location.
#24
Posted 03 February 2012 - 02:37 AM
#25
Posted 03 February 2012 - 02:58 AM
#26
Posted 03 February 2012 - 07:07 AM
LAMS is post-clan invasion level tech, iirc. Normal AMS will have limited ammunition, but won't 'broadcast' your location nearly as badly as the LAMS. I like the idea of AMS being pretty 'meh' at the start, but 'defender' mechs getting some pretty powerful upgrades. makes total sense.
#27
Posted 03 February 2012 - 07:38 AM
Imagine a Lance full of AMS systems intercepting the first 15 Volleys of enemy Mechs. Makes a Support Missile Mech pointless really. It is a System that could be Gamed if found to be somewhat cheap to install and powerful when used in bulk.
I do believe the Lock has to be on your Mech to have the system be live though. (can't find any really good info on Sarna on it though)
#28
Posted 03 February 2012 - 07:49 AM
Besides, if an enemy is entrenched with assaults and heavies packing close range firepower in an area that limits mobility, do you send lights mechs in and say its unbalanced when that fails?
If the enemy is in nothing but lights and your's is in nothing but assaults, is it unbalanced when your force gets pecked to death at range and outflanked constantly?
well, likewise it should be just as bad a decision if you send missile boats against a force of mechs that have obviously decided to cancel out missiles
#29
Posted 03 February 2012 - 07:51 AM
Perhaps AMS might be defender-role only?
#30
Posted 03 February 2012 - 07:54 AM
VYCanis, on 03 February 2012 - 07:49 AM, said:
Besides, if an enemy is entrenched with assaults and heavies packing close range firepower in an area that limits mobility, do you send lights mechs in and say its unbalanced when that fails?
If the enemy is in nothing but lights and your's is in nothing but assaults, is it unbalanced when your force gets pecked to death at range and outflanked constantly?
well, likewise it should be just as bad a decision if you send missile boats against a force of mechs that have obviously decided to cancel out missiles
You didn't answer the question? What does a AMS weigh, can you add ammo and what chassis have them built in and selectable. Going by previous games, the system is not widely available to all Mechs just like ECM, BAP etc. MechLab may change that though. The same way it may change a Wolfhound into a 7ML laser nightmare...
Edited by MaddMaxx, 03 February 2012 - 07:55 AM.
#31
Posted 03 February 2012 - 07:57 AM
MaddMaxx, on 03 February 2012 - 07:54 AM, said:
You didn't answer the question? What does a AMS weigh, can you add ammo and what chassis have them built in and selectable. Going by previous games, the system is not widely available to all Mechs just like ECM, BAP etc. MechLab may change that though. The same way it may change a Wolfhound into a 7ML laser nightmare...
I really don't forsee a full mechlab scenario. Don't forget that we're starting out with inner-sphere only. Clan Omni-mechs were a lot more adaptable, and that's one of the many advantages that the Clan had on the IS. I 'would' like to see a MW4 'limited lab' scenario where you could tinker with the mech settings with certain restrictions.
I also agree that in the past you couldn't just slap AMS onto every mech. AMS really seems to be the territory of the Defender role, imo.
#32
Posted 03 February 2012 - 09:08 AM
The AMS weighs 0.5 tons and requires one critical slot. Each ton of AMS ammo has 12 shots, but each time the AMS engages, it uses a variable amount of ammo. It might use nine shots one time and four shots the next. Yes, you can add however many tons of AMS ammo to your 'Mech if you have the tonnage and critical slots available.
A LAMS weighs 1.0 tons and requires one critical slot. It generates five heat per use for the Clan version, and seven heat per use on the IS version.
#33
Posted 03 February 2012 - 09:11 AM
#34
Posted 03 February 2012 - 10:37 AM
Rayge, on 03 February 2012 - 09:11 AM, said:
Durant is right on the tonnage and ammo capacity (TechManual, pg. 204), I think the part about firing on any nearby missile volleys is, at the very least, suspect.
"Anytime a missile weapon makes a successful to-hit attack against a unit carrying an AMS, and the missile weapon strikes in the attack direction covered by the firing arc where the AMS is mounted, the AMS will automatically engage with the following results..."
(Total Warfare, pg. 129)
This makes it sound like the AMS only engages if the missile(s) in question a.) are specifically targeted at the 'Mech carrying said AMS and b.) are determined by the AMS to present a danger of actually connecting with their intended target.
Also:
"The player cannot choose for the AMS to not engage, as it is always active until it runs out of ammo or is destroyed; 1 shot of ammunition is marked off each time the AMS engages a missile weapon."
(Total Warfare, pg. 130)
If the AMS is essentially a specialized machine gun assembly, I could see "1 shot of ammunition" (equivalent to ~83.33kg or 183.72lbs, from 12 shots per metric ton (1000kg)) as actually representing many individual bullets fired in volleys (12 volleys per ton), such that "1 shot of ammunition" creates a wall/cloud of metal that would/should take out at least some of the missiles.
Your thoughts?
#35
Posted 03 February 2012 - 10:40 AM
Strum Wealh, on 03 February 2012 - 10:37 AM, said:
Durant is right on the tonnage and ammo capacity (TechManual, pg. 204), I think the part about firing on any nearby missile volleys is, at the very least, suspect.
"Anytime a missile weapon makes a successful to-hit attack against a unit carrying an AMS, and the missile weapon strikes in the attack direction covered by the firing arc where the AMS is mounted, the AMS will automatically engage with the following results..."
(Total Warfare, pg. 129)
This makes it sound like the AMS only engages if the missile(s) in question a.) are specifically targeted at the 'Mech carrying said AMS and b.) are determined by the AMS to present a danger of actually connecting with their intended target.
Also:
"The player cannot choose for the AMS to not engage, as it is always active until it runs out of ammo or is destroyed; 1 shot of ammunition is marked off each time the AMS engages a missile weapon."
(Total Warfare, pg. 130)
If the AMS is essentially a specialized machine gun assembly, I could see "1 shot of ammunition" (equivalent to ~83.33kg or 183.72lbs, from 12 shots per metric ton (1000kg)) as actually representing many individual bullets fired in volleys (12 volleys per ton), such that "1 shot of ammunition" creates a wall/cloud of metal that would/should take out at least some of the missiles.
Your thoughts?
If it was only engaged by missile locks, then dumb firing would be a way around that protective system. hmmm. curiouser and curiouser.
The ammo statement would seem to provide pretty good coverage per ton of space allocated though. If even half of any Volley was knocked out, it would pay for itself quickly.
If unlike MW4, Missiles don't all have those mystic turn radius, and a percentage will miss anyways, then the AMS could be a great defensive tool.
Edited by MaddMaxx, 03 February 2012 - 10:44 AM.
#36
Posted 03 February 2012 - 10:44 AM
I don't have all of the books, so I didn't know they changed that.
In any case, it is confirmed that an AMS/LAMS will not engage missiles unless they are targeted at your 'Mech specifically.
Edited by Durant Carlyle, 03 February 2012 - 10:50 AM.
#37
Posted 03 February 2012 - 10:46 AM
Durant Carlyle, on 03 February 2012 - 10:44 AM, said:
Ya, RDG's are the Suck.
#38
Posted 03 February 2012 - 10:47 AM
#39
Posted 03 February 2012 - 10:48 AM
#40
Posted 03 February 2012 - 10:58 AM
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users