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#61 Daneiel

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Posted 20 February 2012 - 02:24 PM

View Postcobrafive, on 10 February 2012 - 11:04 AM, said:

MW2's "one-missile-at-a-time" fire effect was way cooler then the chunks that fired in the later games.

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 ;)


Actualy all missiles have two engines - 1st one - start engine for the launch from the tube or the rail and 2nd one main engine - after the start when the start engine finished his work and stoped to work you have a brief moment without power before main engine goes on - even you can see a small fall before the main boost , but i like the every single missle launched from the tube like was in MW2.

#62 Arnold Carns

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Posted 20 February 2012 - 02:41 PM

View PostNaduk, on 10 February 2012 - 12:09 AM, said:

what do you guys hope for with missiles in this game ?

Me personally, I hope they don't act that rubbish MW4 missiles (especially LRMs) did. Passing the target 589 times in a row until they finally hit target! ;)

Edited by Arnold Carns, 20 February 2012 - 02:42 PM.


#63 Sug

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Posted 20 February 2012 - 02:50 PM

Yeah no missiles capable of looping around a mech a dozen times at full speed until they hit.

#64 Strum Wealh

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Posted 20 February 2012 - 03:21 PM

View PostKraktzor, on 20 February 2012 - 02:09 PM, said:

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.


The Description for the AX warheads states:

Quote

Developed by the New Avalon Institute of Science in response to the heavy use of Ferro-Fibrous armor by the invading Clans and increasing use by the various Successor States, this warhead replaces the normal explosive charge of the standard short-range missile and replaces it with a small tank of a gelled chemical that becomes a highly corrosive acid which targets the foamed aluminum structure of ferro-fibrous plating, dealing a third more damage than a standard SRM hit per missile.

As it mentions the AX warheads being developed in response mainly to the Clans' use of FF armor, it would seem that they were developed either during or after the invasion.

Also, the Extended LRMs and Mech Mortars are also described on Sarna. ;)
The former (apparently considered a separate weapon system rather than an alternate munition type for standard LRM launchers) are apparently introduced by the FedCom in 3054, while in the case of the latter, "With the reintroduction of the Anti-Missile System engineers revived the Mech Mortar concept."
AMS was reintroduced in 3040, so the Mech Mortars - theoretically available since 2531 and having being revived/re-emphasized at about the same time AMS was reintroduced - should be canonically available, yes?

#65 Micheal Hessek

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Posted 20 February 2012 - 05:57 PM

I would love to see fast ripple fire of missles. The AMS should be helpful to medium Mechs.

#66 Solis Obscuri

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Posted 20 February 2012 - 06:51 PM

View PostStrum Wealh, on 20 February 2012 - 03:21 PM, said:

AMS was reintroduced in 3040, so the Mech Mortars - theoretically available since 2531 and having being revived/re-emphasized at about the same time AMS was reintroduced - should be canonically available, yes?

]With the reintroduction of the [url=" said:

Anti-Missile System[/url] engineers revived the Mech Mortar concept. The munitions used by the mortars' date=' though often possessing limited guidance packages, weren't destroyed by AMS systems in tests. Mortar shells also proved very adaptable, accepting several types of payloads including Anti-Personnel, Armor-Piercing, Flare, Smoke, and Semi-Guided. In addition the sheer number of mortars in use made them very cheap to produce and resupply.These benefits do not overcome the fact that [b']the largest Mech Mortar weighs as much as an LRM-20 and takes up the same amount of space while offering less than half the salvo size and only two-thirds of the ammunition capability[/b].

Sounds like a lot of compromises to bypass AMS...

#67 verybad

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Posted 20 February 2012 - 06:57 PM

View Post[EDMW]CSN, on 10 February 2012 - 09:19 PM, said:

Whatever they do. Bring back MISSILE CAM. Those who played mechwarrior 2 and earlier will remember it.

It is hilarious to see from the view point of your rocket ;)

Missile cam was use as a free UAV. I did it in MW2 myself. Yes it was cool, not for a MP only game however.

I don't think 20 missiles individually tracked is necessarilly a good idea, as it could cause more lag in games.

LAG can ruin a game (not just a session, but the entire game).

#68 Datum

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Posted 20 February 2012 - 06:58 PM

That MW2 style missile launch is the most satisfying thing I've ever experienced as a gamer.
Keep it like that, and maybe add smoke trails so indirect launches can be found with a bit of observation. Also it looks cool.

#69 KingCobra

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Posted 20 February 2012 - 07:04 PM

I also would like to see a return to the MW2-3 missile systems the later missile animations were terrible to say the least.I would also like to see missiles skills based on usage and the availability of module packages as in the Artemis and targeting systems available at the time line.Like all weapons accuracy should depend on the modules used and the skill level of the pilot. ;)

#70 Strum Wealh

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Posted 20 February 2012 - 07:10 PM

View PostSolis Obscuri, on 20 February 2012 - 06:51 PM, said:

Sounds like a lot of compromises to bypass AMS...


It's not quite as far off as it sounds from that text...

From the looks of it, the number in the name describes the number of shells fired per salvo - the smallest, the "Mech Mortar/1", seems to fire a single shell per salvo while the largest, the "Mech Mortar/8" seems to fire eight shells per salvo.

Each Mech Mortar shell deals two units of damage per shell - the same as SRMs.
They have the same ranges as LRMs.


So, a Mech Mortar/8 would fire eight 2-damage semi-guided (that is, TAG-compatible) shells (for a total of 16 units of damage if all shells connect) at a long-range target through a high arc (thus reducing the effectiveness of even relatively tall cover - if you can get a TAG-equipped friendly to paint the target from behind or from the side) and is immune to AMS.
It has the same mass (10 tons) and bulk (5 criticals) as a LRM-20.

About the only real down-side is that it comes with only four salvos (32 shells) per ton to the LRM-20's six salvos (120 missiles) per ton.

They actually seem like pretty good weapons to me... ;)

#71 Naduk

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Posted 21 February 2012 - 06:27 AM

wow , i did not expect so many people to jump on board with me
it expected at least a few angry dwarfs to come in defending the mw4 missile style

well here's hoping the devs are on the same page ;)

#72 Nik Van Rhijn

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Posted 21 February 2012 - 07:59 AM

Angry dwarves prefer mellee to missiles ;) - Wonder how many people will call their Hatchetman "Gimli" ?

#73 Tifalia

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Posted 21 February 2012 - 08:15 AM

I kind of prefer the Mechwarrior 3 missle track system over the over games, myself, so that you could have some amount of control over their flight trajectory and fire over obstacles, instead of into the face of mountains or buildings.

Something also tells me that the weapons just might be affected by the amount of experience your AI has in the game (ie the higher it is, the more effective the weapon will be in the way of hit and miss)

Edited by Tifalia, 21 February 2012 - 08:20 AM.


#74 Felix Dante

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Posted 21 February 2012 - 08:33 AM

Don't forget, Rocket Launchers (invented by the cash-poor Periphery states) will be implemented eventually and they will most definately have a "Ripple-Fire" effect as well...just like real-life standard rocket packs do. ;)

Edited by Felix Dante, 21 February 2012 - 08:33 AM.


#75 FEK315

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Posted 22 February 2012 - 08:48 AM

Are the going to make a Thunderbolt or something like it?
By the way the T-bolt was dumb fire, super heavy, traveled slow like a torpedo, took 15 seconds to reload, and killed the Heavies in 3 hits. It was a snipers missile because it traveled long distances in a straight line.

Edited by FEK315, 22 February 2012 - 08:49 AM.


#76 TimberJon

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Posted 25 February 2012 - 02:19 AM

View PostBrakkyn, on 14 February 2012 - 11:34 AM, said:

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.


I agree with this statement man. Missiles in a rack should NOT fire independently or in sequence. The pilot stamps both feet down and braces against a significant salvo, because of the exhaust. Depending on how it is channeled out of the 'Mech, the combined thrust pushes at the 'Mech quite a bit somewhere above the waist. They might vent backwards in some designs, and others might channel it forward, upwards, or out of the ribs somewhere. If they all fired in a sequence then they would put a sustained but less powerful force of thrust against the 'Mechs upper body, but an AMS has a better chance of shredding all your incoming missiles if the system is presented with one target at a time within it's detection range. No, a full salvo is why 'Mechs like the Catapult were designed. If all the missiles were more or less rubbing shoulders then they create a disadvantage to the conventional AMS systems.

#77 Naduk

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Posted 25 February 2012 - 03:03 AM

i cant tell if your for or against cluster fire

surly Missiles of any kind being placed into a mech would have their launching thrust forces taken into account by engineers
they are designing battlemechs not sand castles
so right from the get go launch inertia transference would be nullified (as seen in the videos in this thread, exhausts is always vented)
not to mention the gyro + neuro helmet would cancel out any unexpected forces

#78 Twisninjat

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Posted 24 February 2013 - 10:17 AM

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...


Exactly, playing the beta i feel like hte "missles" should be called rockets. This game is supposed to take place in the future yet the missles in the game are worse than missles we have today.... Missles today can be fired from over 200 miles away, travel faster than the speed of sound and are guided, guided meaning fire and forget... the only thing that makes them miss is ECM and flares..

#79 a rabid chihuahua

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Posted 24 February 2013 - 10:34 AM

Just an FYI many man portable missiles have a launch motor that propels them a safe distance from the shooter/launcher, then the inlflight motor kicks in that's why they seem slow off launch then accelerate. This could be used the seam on various missle systems,though some automated may not need it. However they do have a tracking eye on them also or a lockon system form control to guide them the 1st part of the way.after that the onboard computer does the work. So in most terms they can "intercept" a target when it's moving.however the closer the missle gets and the faster the target changes directions and speed ,the easier it is for a missle to miss.

Edited by Blane, 24 February 2013 - 10:37 AM.






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