

Missiles
#1
Posted 10 February 2012 - 12:09 AM
im really hoping for a return to MW2 style where each missile launched is its own entity that tracks and moves at its own pace
this made getting hit by LRMs and the like really scary
it also made them a whole lot deeper are a weapon system in general
when taking hits you could turn to spread the damage or use objects to soak up some hits
when firing them you could change your angle of elevation mid launch for hits on multiple angles
or even lock turn and fire to shoot them around corners and objects
my absolute favorite part was simply the launch
i have yet to have as much fun in any other game as simply firing a LRM20 salvo in MW2
the imposing sound of twenty individual rockets leaving their tubes in rapid succession was nothing short of exhilarating
and you knew what ever you were locked on to was about to have a really bad day
in a new modern engine with particle smoke and all the other fancy features
i imagine viewing something like a Catapult or two providing support fire to a distant scout mech to be utterly breathtaking
#2
Posted 10 February 2012 - 12:36 AM

#3
Posted 10 February 2012 - 02:17 AM
#4
Posted 10 February 2012 - 08:27 AM
#5
Posted 10 February 2012 - 11:04 AM
Something else that really made them feel like missiles in the old ones was that they flew out of the launch tube at full speed, rather then slowly accelerating, which felt kind of weird to me, especially in MW3.
What MW2 did wrong though was that they were far too accurate at tracking... if they missed they would literally loop back around... it was kinda funny because more often then not if you'd get a circle of missiles looping endlessly around you

Edited by cobrafive, 10 February 2012 - 11:04 AM.
#6
Posted 10 February 2012 - 11:13 AM

Edited by MaddMaxx, 10 February 2012 - 11:14 AM.
#7
Posted 10 February 2012 - 11:14 AM
cobrafive, on 10 February 2012 - 11:04 AM, said:
Something else that really made them feel like missiles in the old ones was that they flew out of the launch tube at full speed, rather then slowly accelerating, which felt kind of weird to me, especially in MW3.
What MW2 did wrong though was that they were far too accurate at tracking... if they missed they would literally loop back around... it was kinda funny because more often then not if you'd get a circle of missiles looping endlessly around you

FEAR my missile halo of DEATH!
#8
Posted 10 February 2012 - 11:28 AM
#9
Posted 10 February 2012 - 11:29 AM
#10
Posted 10 February 2012 - 12:20 PM
Svaje, on 10 February 2012 - 12:36 AM, said:

I also like the Heavy Gear style of aiming. Maybe a good mechanic for un-spotted IDF?
I can't wait for LRM usage. "Bring the rain!"
#11
Posted 10 February 2012 - 12:29 PM
1 the launcher size /type determines the number of missiles fired IE srm2 2 missiles lrm 5 5missiles lrm 20 20 missiles mrm 40 40 missiles thunderbolt 20 1 big missile.
2 if large numbers of missiles are fired I could see some launchers doing a "ripple fire" mode, and other launchers doing a macross missile spam mode, where the missiles take off in multiple directions from the launcher /(s) and then converge on the target
#12
Posted 10 February 2012 - 12:46 PM
#13
Posted 10 February 2012 - 12:51 PM
Aegis made a really cool chart and everything!

http://mwomercs.com/...sabout-answers/
#14
Posted 10 February 2012 - 01:10 PM
ideally, there would be a missile guidance CPU that would allow the pilot to change the parameters of his missile flight, and perform indirect LRM fire to a set of co-ordinates(semi-active LRM's aren't around yet) that your team mate feeds you, giving you a target area on your HUD to aim for......
i could go on and on and on with this subject. missiles and how they are used can really give this game some depth. :-D
#15
Posted 10 February 2012 - 01:48 PM
Compare missile launch:
()
with 'cannon' fire:
()
Edited by Firebrand, 10 February 2012 - 01:50 PM.
#16
Posted 10 February 2012 - 04:32 PM
Firebrand, on 10 February 2012 - 01:48 PM, said:
Just one point, and feel free to ridicule, but what would the initial speed be? I only ask cos the acceleration of some 'mechs i.e. Jenner and Locust are pretty high and you could potentially run into your own missile salvo.
#17
Posted 10 February 2012 - 04:50 PM
Philipe von Rohrs, on 10 February 2012 - 04:32 PM, said:
Ummm...
Strum Wealh, on 08 February 2012 - 10:31 AM, said:
LRM ammo: 120 missiles per ton, 1000 kg per ton -> 120 missiles per 1000 kg -> 8.33 kg per missile
SRM ammo: 100 missiles per ton, 1000 kg per ton -> 100 missiles per 1000 kg -> 10.0 kg per missile
Narc Missile Beacon: 6 missiles per ton, 1000 kg per ton -> 6 missiles per 1000 kg -> 166.67 kg per missile
These weights put individual LRM and SRM rounds in the same weight category as man-portable shoulder-launched missiles like the FIM-43 Redeye (8.3 kg), 9K38 Igla (10.8 kg), 9K32 Strela-2 and 9K34 Strela-3 (9.8 kg), Grom (10.5 kg for the missile), and FIM-92 Stinger (10.1 kg for the missile).
Most of the missiles in this class seem to have flight speeds between 400 m/s and 800 m/s (~Mach 1.15 to ~Mach 2.29); see comparison charts here and here.
Canon ranges (based on extreme ranges listed here and "1 hex = 30 meters"):
LRM: 840 meters
SRM: 360 meters
Narc: 360 meters
For v = 800 m/s: LRM travel time = 1.05 seconds and SRM/Narc travel time = 0.45 seconds
For v = 400 m/s: LRM travel time = 2.10 seconds and SRM/Narc travel time = 0.90 seconds
Personally, I would prefer the higher velocity (800 m/s) for LRMs and SRMs and the lower velocity (400 m/s) for the much heavier Narc beacons.
Jenner top speed: 118.8 kph -> 33 meters per second
Locust top speed: 129.6 kph -> 36 meters per second
Fire Moth/Dasher top speed with MASC: 216 kph -> 60 meters per second
reasonable/appropriate missile launch speed (as described above): 400-800 meters per second
Somehow, I would imagine that the odds of running into one's own missile salvo should be very, very small...

#18
Posted 10 February 2012 - 07:49 PM
Ghost73, on 10 February 2012 - 11:29 AM, said:
firing all your missiles simultaneously sounds like a bad idea to me, terrible terrible things would happen if something were to cause a missile to missile collision as they are exiting your launch tubes (strong winds perhaps?)
if they included cluster fire as a option i cant say i would ever use it
multi launching ....it just looks way to cool
grr stupid embeding , skip to 1:16 for the juicy bits
Edited by Naduk, 10 February 2012 - 07:53 PM.
#19
Posted 10 February 2012 - 09:19 PM
It is hilarious to see from the view point of your rocket

#20
Posted 10 February 2012 - 09:40 PM
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