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Missiles


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#1 Naduk

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Posted 10 February 2012 - 12:09 AM

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

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Posted 10 February 2012 - 12:36 AM

The Heavy Gear games had nice sighting mechanism for their heavy rocket packs. That can hopefuly inspire our developers for the indirect fire part of the lrms. Instead of a crosshair you had a bullseye projected on the ground in fron of you. When you leaned your gear back the bullseye movet further away from you. When you fired the rockets whent almost straight up and came down again almost verticaly on your hopefully unmoving target. :D

#3 Solidussnake

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Posted 10 February 2012 - 02:17 AM

I would love the MW2 / MW2 Mercs style Fire an LRM 20 and 20 missles pour out towards my target..

#4 Outlaw Wolf

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Posted 10 February 2012 - 08:27 AM

MW2 for it's early game design did have a very good take on the firing of missiles, I think taking that concept and combining it a little with the MW3 style launch and putting that into a CryEngine is just asking for one bad*** show.

#5 CobraFive

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Posted 10 February 2012 - 11:04 AM

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 :D

Edited by cobrafive, 10 February 2012 - 11:04 AM.


#6 MaddMaxx

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Posted 10 February 2012 - 11:13 AM

If ammo is to be a concern, then having the ability to ripple fire your missiles would be good as well. At close to min range, fire off 2 missiles, see what they enemy does, or reacts to them, then pump the bunger full with the other 8/13/18. :D

Edited by MaddMaxx, 10 February 2012 - 11:14 AM.


#7 SilentObserver

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Posted 10 February 2012 - 11:14 AM

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 :D



FEAR my missile halo of DEATH!

#8 Striker1980

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Posted 10 February 2012 - 11:28 AM

LRM's are the single most anticipated weapon for me, I love A/C's, but being able to get a notification that there is a NARC or TAG active and bring down a rain of death is something I really fancy having a shot at!

#9 Ghost73

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Posted 10 February 2012 - 11:29 AM

I think it would be cool if they had different firing modes in the game so you could either select cluster or stream. At least have it different for SRMs and MRM/LRMs. SRMs would have cluster fire because many missiles at once would be more effective at close ranges and in urban environments where you might not have enough time to get a full stream off at your enemy, and LRMs would fire in a stream which provides more accuracy for each individual missile at long distances. That way the Catapult would look cool launching its twin missile packs from long range and covering itself in smoke, and you could also be scared out of your wits because a wall of missiles just popped out of the Atlas right in front of you (think the old trailer).

#10 Philipe von Rohrs

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Posted 10 February 2012 - 12:20 PM

View PostSvaje, on 10 February 2012 - 12:36 AM, said:

The Heavy Gear games had nice sighting mechanism for their heavy rocket packs. That can hopefuly inspire our developers for the indirect fire part of the lrms. Instead of a crosshair you had a bullseye projected on the ground in fron of you. When you leaned your gear back the bullseye movet further away from you. When you fired the rockets whent almost straight up and came down again almost verticaly on your hopefully unmoving target. :D


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 guardiandashi

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Posted 10 February 2012 - 12:29 PM

I have been thinking of this, and I kind would like to see a few things
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 Philipe von Rohrs

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Posted 10 February 2012 - 12:46 PM

Ripple.fire might looks the best...

#13 Felix Dante

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Posted 10 February 2012 - 12:51 PM

Check out my earlier topic post from yesterday where we discussed Missile locks....

Aegis made a really cool chart and everything! :D

http://mwomercs.com/...sabout-answers/

#14 HATER 1

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Posted 10 February 2012 - 01:10 PM

i personally would like to see missiles approached more flight simulator style. you get a non-friendly contact, and lock the missile rack/ weapon group to the target (instant). When the target is locked, the missiles' seeker heads begin tracking the target (not so instant, VERY short time) until it achieves a firing solution. at that point it's pull the trigger, and wait for the reload and lock cycle of the missiles. missiles missing the target can be explained away to fratricide from previous missiles hitting the target, mass produced electronics, over/undercorrecting for target movement.

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 Firebrand

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Posted 10 February 2012 - 01:48 PM

Personally, I think that missiles shouldn't leave their holding rack or tubes at full speed, because it means that they have to generate inertia within the missile bay, which is a waste of missile fuel, and also increases internal explosions.

Compare missile launch:
()

with 'cannon' fire:
()

Edited by Firebrand, 10 February 2012 - 01:50 PM.


#16 Philipe von Rohrs

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Posted 10 February 2012 - 04:32 PM

View PostFirebrand, on 10 February 2012 - 01:48 PM, said:

Personally, I think that missiles shouldn't leave their holding rack or tubes at full speed, because it means that they have to generate inertia within the missile bay, which is a waste of missile fuel, and also increases internal explosions.



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 Strum Wealh

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Posted 10 February 2012 - 04:50 PM

View PostPhilipe von Rohrs, on 10 February 2012 - 04:32 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.


Ummm...

View PostStrum Wealh, on 08 February 2012 - 10:31 AM, said:

So, about those missiles...

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 Naduk

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Posted 10 February 2012 - 07:49 PM

View PostGhost73, on 10 February 2012 - 11:29 AM, said:

I think it would be cool if they had different firing modes in the game so you could either select cluster or stream. At least have it different for SRMs and MRM/LRMs. SRMs would have cluster fire because many missiles at once would be more effective at close ranges and in urban environments where you might not have enough time to get a full stream off at your enemy, and LRMs would fire in a stream which provides more accuracy for each individual missile at long distances. That way the Catapult would look cool launching its twin missile packs from long range and covering itself in smoke, and you could also be scared out of your wits because a wall of missiles just popped out of the Atlas right in front of you (think the old trailer).


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 EDMW CSN

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Posted 10 February 2012 - 09:19 PM

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 :)

#20 Halfinax

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Posted 10 February 2012 - 09:40 PM

I just want to see a huge smoke screen from the missile exhausts...Sure you just got slammed/slammed the other guy with 5-40 missiles, but now there is a visual barrier between the two of you. That huge wall of smoke around the attacking 'Mech, and the trail pointing towards and ultimately surrounding the target 'Mech would be just absolutely incredible, and gives both 'Mechs a chance to hide their movements for a short time.





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