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#41 MetalKid

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Posted 14 February 2012 - 10:49 AM

Personally, I would think missiles should fire one at a time in succession. If all 20 fire at the same time, there is a good chance 1 or 2 will collide and they all blow up almost immediately after launch. That would make it take a good 2 or 3 seconds to fire off 20 missiles, but it would be a cool effect. You'd hear each individual missile launch and the opponent would get hit up to 20 times in a row.

#42 Chip Danger

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Posted 14 February 2012 - 11:11 AM

View PostMetalKid, on 14 February 2012 - 10:49 AM, said:

Personally, I would think missiles should fire one at a time in succession. If all 20 fire at the same time, there is a good chance 1 or 2 will collide and they all blow up almost immediately after launch. That would make it take a good 2 or 3 seconds to fire off 20 missiles, but it would be a cool effect. You'd hear each individual missile launch and the opponent would get hit up to 20 times in a row.


That and firing 20 at the sametime would mean Anti Missile systems would have a high chance to wipe out all of them. AMS should only ever take out about 4-6 of the 20 give or take a few.

Edited by Rizzwind, 14 February 2012 - 11:12 AM.


#43 MetalKid

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Posted 14 February 2012 - 11:19 AM

View PostRizzwind, on 14 February 2012 - 11:11 AM, said:


That and firing 20 at the sametime would mean Anti Missile systems would have a high chance to wipe out all of them. AMS should only ever take out about 4-6 of the 20 give or take a few.


You can easily adjust the weapon to only be able to do that, or program the missiles to "form up" after the initial launch.

Edited by MetalKid, 14 February 2012 - 11:19 AM.


#44 Brakkyn

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Posted 14 February 2012 - 11:34 AM

I've read some opinions I agree with and some opinions I don't.

Firstly, as neat as they may seem, I think real-world comparisons to how BattleTech missiles should function is moot. As a basis, okay...but certainly not a direct translation.

I also disagree with firing a limited number of missiles (i.e. 2 of 6) at a time. An SRM6 should fire 6 missiles; an LRM10 should fire 10 missiles--no more, no less. We don't know how AMS will work yet. I'm not even going to venture an opinion.

I did like how a battery of 20 LRM's in MechWarrior 2 fired 20 individual missiles, even with the unrealistic "missile halo" and each missile detonating and completely obliterating your 'Mech piece by piece. Early versions of MechWarrior 3 did the same thing--firing each individual missile without the magical homing system (you could actually evade them)--but this created alot of lag. Later, they clustered them all together into one massive salvo. Given time and distance, they spread out. Nothing was more intimidating than a Vulture unleashing both racks at you and overloading your gyros.

I am hoping PGI will find some acceptable common ground.

#45 Naduk

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Posted 14 February 2012 - 02:48 PM

common man its 2011
do you really think network data limits are really a factor for using 20 individual missiles

it managed to work on Mw2 way back when and you were lucky if had a 56k modem those days
today your unlucky if your still on a 1.5mb connection (accept maybe in Canada)
if they cannot do it they need to fire their networking programer IMMEDIATELY

look at a game like battlefield 3
64 players all running amok, shooting guns, missiles, tank shells, destruction and debris flying about, smoke and fire
all that data at some point needs to pass through the server, that game as many issues but lag isnt usually one of them
majority if lag players get in bf3 is due to an underpowered pc and thats the same no matter what game you play

i do agree with your thoughts on ripple fire
it kinda strips the purpose of having the different missile levels
not to any extreme level but why bother with a LRM10 when you can ripple a LRM5 for the same effect over time while saving weight

#46 MaddMaxx

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Posted 14 February 2012 - 03:31 PM

View PostNaduk, on 14 February 2012 - 02:48 PM, said:


it managed to work on Mw2 way back when and you were lucky if had a 56k modem those days
today your unlucky if your still on a 1.5mb connection (accept maybe in Canada)


I will have you know my IGLOO is currently running FibreOp 2.0. Don't you worry about us Canucks. B)

#47 Razed

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Posted 14 February 2012 - 08:04 PM

View PostMaddMaxx, on 14 February 2012 - 03:31 PM, said:


I will have you know my IGLOO is currently running FibreOp 2.0. Don't you worry about us Canucks. :(


We're not talking about your maple syrup pipeline.

#48 Nik Van Rhijn

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Posted 15 February 2012 - 03:29 AM

Unfortunately a lot of the UK is still on sub 2mb connections, often with bad contention ratios that make it even slower at peak times.

#49 Psydotek

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Posted 16 February 2012 - 11:33 PM

Better yet, have different variants of missile launchers... Some launch a stream of missiles, some launch a wall of missiles... Perhaps the stream of missiles may have a tighter hit grouping but make easier pickings for anti-missile systems, the wall of missiles spread the damage out more but are harder for AMS to destroy as many.

#50 Naduk

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Posted 17 February 2012 - 12:17 AM

strongly disagree with that psydotek
BT/MW is a hard enough game already especially if your new
the sheer amount of missiles available is complex enough with out needing to choose if its cluster or stream fired when equipping it
it makes no sense to have LRM20-cluster and LRM20-stream for all Missile types

if your going to have the two different fire modes just have a mode switch button
else, devs pick one and stick with it

no other solution is needed

#51 Sug

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Posted 17 February 2012 - 12:38 AM

View PostRazed, on 14 February 2012 - 08:04 PM, said:


We're not talking about your maple syrup pipeline.



Finally someone brave enough to take a swing at canada.


View PostNaduk, on 17 February 2012 - 12:17 AM, said:

the sheer amount of missiles available



I call capital ship missiles.

Edited by Sug, 17 February 2012 - 12:40 AM.


#52 MuffinTop

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Posted 17 February 2012 - 12:47 AM

Here it is straight from the FAQ(Frequently Asked Questions) tab in the upper right corner.

Q. Will LRMs in MechWarrior® Online™ be guided or unguided?

A. LRMs will be semi-guided. What the heck does that mean? You will be able to lock on to your target but it doesn't mean the actual missiles will home directly to the target. The chance of missing will still be part of LRM gameplay. Use of the Artemis IV system and subsequent munitions, will narrow the area of damage by focusing the flight paths of the missiles. We're finding that this is a good balance between gameplay and staying true to the BattleTech canon.

Does this help you? Why or why not?

#53 Naduk

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Posted 17 February 2012 - 02:37 AM

FAQ mentions nothing about the launching of each individual missile
but i am sure some people have not read it
a good idea to drop it in here

#54 Destin Foroda

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Posted 17 February 2012 - 03:11 AM

Personally I'm on the MW2 band (was an old Merc player myself). There was something just... primally brutal... about firing a pair of LRM 20s and watching 40 missiles streak across the map as individual munitions. The feel, the sound, the look of them approaching your enemy (Or the OMGIGONDIE) and then wave of impacts that occured made missile volleys feel truly destructive. It wasn't like it is now.. a peppering of white spots with little whisps behind that them count as 5 missiles.

Indirect fire would also be really cool. Make it sort of like a mortar or grenade mechanic where the missiles fire in a dropping arch. Indirect fire was never accurate or guided in canon but it could make for a hell of an attack when that scout you were chasing lead you into a wood only for you to find a volley of rockets coming down on your head.

#55 nubnub

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Posted 17 February 2012 - 03:41 AM

I wonder how customisable the actual missiles will be in terms of their type, guidance and charge. ie.

Guidance
  • Laser
  • Heat
  • Blind
  • GPS\cruise
Type
  • Anti-tank (anti-mech, dropship)
  • High explosive
  • Anti-mine
  • Flack\cluster
  • Bunker buster
Charge
  • HE
  • Phosphour\hapalm
  • Plasma
  • EMP
  • Smoke\flash\beacon
Their is so much potential here...

#56 Sug

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Posted 17 February 2012 - 07:41 AM

MWO = Missilewarriors Online?

#57 MaddMaxx

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Posted 17 February 2012 - 07:50 AM

View PostSug, on 17 February 2012 - 12:38 AM, said:


Finally someone brave enough to take a swing at Canada.


Simple jealousy is all. Arizonians have what, Cactus Juice. LOL ;)

Quote

I call capital ship missiles.


As long as the term semi-Guided is adhered to things should be OK starting out. Once Missiles start chasing your Mech around, then I would call BS until the Streak versions are officially allowed.

Edited by MaddMaxx, 17 February 2012 - 07:50 AM.


#58 Strum Wealh

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Posted 17 February 2012 - 12:52 PM

View Postnubnub, on 17 February 2012 - 03:41 AM, said:

I wonder how customisable the actual missiles will be in terms of their type, guidance and charge. ie.

Guidance
  • Laser
  • Heat
  • Blind
  • GPS\cruise
Type
  • Anti-tank (anti-mech, dropship)
  • High explosive
  • Anti-mine
  • Flack\cluster
  • Bunker buster
Charge
  • HE
  • Phosphour\hapalm
  • Plasma
  • EMP
  • Smoke\flash\beacon
Their is so much potential here...




There is a list of alternate missile types on Sarna:

LRM-only (+MML):
Follow-the-Leader Warhead (IS: year unknown, production stops in 3054)
Semi-Guided LRM (IS: 3057)
Standard Long-Range Missiles (IS and Clan: retained from Star League)
Swarm LRM (Clan: retained from Star League; IS: 3053)
Swarm-I LRM (IS: 3057)
Thunder LRM (Clans: retained from Star League; IS: 3052)

LRM and SRM (+MML):
Anti-Radiation Missiles (Clan: 3057, IS: 3066)
Dead-Fire Missiles (IS: year unknown)
Fragmentation Missiles (IS, mid-3050s)
Heat-Seeking Warhead (IS and Clan: retained from Star League)
Inferno Missiles (IS and Clan: retained from Star League)
Listen-Kill Missiles (IS: 3038, 3042)
Mine-Clearance Missiles (IS: 3069)
Smoke Warhead (IS: 3057)

SRM-only (+MML):
Acid (AX) Warhead (IS: year unknown, post-invasion)
Retro-Streak Warhead (IS: late 3050s)
Standard Short-Range Missiles (IS and Clan: Retained from Star League)
Tandem-Charge Warhead (IS: unknown, during invasion)
Tear Gas (IS: retained from Star League)

Arrow IV only:
Air-Defense Arrow Missiles (IS: 3068)
Arrow IV Homing Missiles (IS: 3044)
Cluster Arrow Missiles (IS: 3047)
Illumination Arrow Missiles (IS: 3047)
Inferno-IV Missiles (IS: 3055)
Laser-Inhibiting Warhead (IS: 3053)
Thunder Arrow Missiles (Clans: retained from Star League; IS: 3051)

Narc-only:
Bola Pod (IS: 3057)
Explosive Pod (IS: 3058)
Homing Pod (Clan: Retained from Star League; IS: 3035)
Shoot-and-Sit Pod (IS: year unknown)

iNarc-only:
ECM Pod (IS: 3062+)
Haywire Pod (IS: 3062+)
Homing Pod (IS: 3062)
Nemesis Pod (IS: 3062+)

Missile types that are known to be canonically available to the IS at MWO's start point (3049) are in bold.
Missile types for which no year/range-of-years of introduction to the IS could be found and could conceivably be canonically available to the IS in 3049 are in italics.

Of interest with regard to the quoted Dev statement is how, if at all, standard LRM munitions would be differentiated from canonical Semi-guided LRMs... ;)

Edited by Strum Wealh, 17 February 2012 - 01:06 PM.


#59 Naduk

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Posted 19 February 2012 - 06:30 AM

well i guess the semi guided will be the default with perhaps advanced guided being an upgrade option ?
or they will pretend other options didn't exist for balance sake

i did not know about swarm missiles , i hope we get those in the game
LRM's acting as artillery would be oh so sweet

#60 Kraktzor

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Posted 20 February 2012 - 02:09 PM

Strum
I believe the AX warheads are in the 3055 Tactical Handbook, as are Mech Mortars and (my personal favourite) ELRMs. The Tandem Warheads are in that book too....
....if I can find my copy of it I'll come back and post the others from there.

Edited by Kraktzor, 20 February 2012 - 02:11 PM.






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