

Missile Interception?
#41
Posted 27 February 2012 - 09:18 AM
#42
Posted 27 February 2012 - 09:45 AM
Edited by ManDaisy, 27 February 2012 - 09:48 AM.
#43
Posted 27 February 2012 - 09:56 AM
Let's save the philosophy and bond buying advice and keep this on topic fellas

#44
Posted 27 February 2012 - 10:10 AM
Keep slow missiles > People complain how they should be able to be shot down.
Catch 22.
#45
Posted 27 February 2012 - 10:19 AM
L/AMS subsystem lowers their potency
Require excessive "Time-To-Target"
But it's not like they don't have pros that no other weapon has either, such as their ability to lock/track.
Mainly, I don't suggest the ability to shoot missiles down simply because humans don't have a realistic reflex or skill at shooting down targets at (the suggested) speed.
But, that's just me...
#46
Posted 27 February 2012 - 10:29 AM
I vote no manually shooting of projectiles. Don't give the Devs more work than they already have. I firmly believe that this is an unnecessary feature that would stray from the vision of gameplay.
What nobody brought up was the system resource drag that having independently rendered missiles might produce, AND the ability to target and destroy them independently. In MW3 each missile was I believe.. rendered independently, and when a boat or two fired missile salvos at the same time, the game lagged hard for a second to keep up. MW4 had it as a cloud, which probably was rendered as a single object so as to reduce the memory requirements for drawing them.
I for one do not want any feature that would create unnecessary resource drag. Nobody cares that you have an awesome GFX card or SLI, etc... and your system can handle it. The other members of your unit might not.
#47
Posted 27 February 2012 - 10:35 AM
I still say... if you are in a mech that has no business going up against a mech with long range weaponry (IE small lasers and short range ballistics), and you're out in the middle of an open field with no cover... you're going to lose. L/AMS won't save you, neither would shooting your machine gun into a volley of incoming LRMs.
I started writing something about the resources I would think are involved, and TimberJon posted something to the same effect... so I won't go further there.
Edited by SI The Joker, 27 February 2012 - 10:43 AM.
#48
Posted 27 February 2012 - 10:46 AM
Why would an LRM which is say 75% motor and 25% warhead, move slower?
and why would an SRM which is say 33% motor and 67% warhead, move faster?
LRMs are launched from farther out, so wouldn't you want them to get to target faster?
Whereas, SRM's are launched at close range, so since they require less time to meet the target, why would they need to fly any faster?
#49
Posted 27 February 2012 - 10:57 AM
1. background http://www.sarna.net/wiki/Anti-Missile_System (sorry if it's been posted, I didn't see it)
2. Flechette rounds make more sense (think shotgun) proximity fuses defeat that.
3. Mech mortars would work where missile systems don't http://www.sarna.net/wiki/Mech_mortar
So there's a chance for some added complexity (in a fun way, mind you) that missiles are direct/lower angle fired arty options, with longer range/possibly lower damage.
MechMortar could be more verticle option (think urban combat) with shorter range/higher damage.
So along with the Naval/Obital bombardments, you'd have these options for 'surgical' or different style arty strikes as well.
So yes to missiles being a dynamic object in the environment (with very low %/hit), mortars would not be.
Edited by Kaemon, 27 February 2012 - 10:59 AM.
#50
Posted 27 February 2012 - 11:21 AM
There was a discussion about missile speed and tracking a while back. Basically the concept was that a slower missile would correct it angle more degrees per distance then a faster missile.
LRMs are being guided were assumed to be slower due to the importance of tracking over longer distances. SRMs were assumed to be faster due to their unguided nature.
LRMs would carry more fuel and burn at a slower rate to get distance effiency.
SRMS would carry less fuel and burn at a faster rate to get speed and to make up for their payload.
The SRM being a close fighting weapon is designed to travel strait to its target, thus is travels faster(burns fuel more), and thus has less of an ability to compensate for angle of tracking.
In LRM designed for distance, such large distances with little angle correction would lead to inaccuracy, thus it (carries more fuel and burns slower) in order to allow the LRM cpu time to correct its path towards its target.
Edited by ManDaisy, 27 February 2012 - 11:26 AM.
#51
Posted 27 February 2012 - 11:39 AM
#52
Posted 27 February 2012 - 04:07 PM
Still seems a bit on the lucky side to shoot even one down if you are on the receiving end.
#53
Posted 27 February 2012 - 05:12 PM
#54
Posted 27 February 2012 - 07:32 PM
ManDaisy, on 27 February 2012 - 05:12 PM, said:
Fine, fine...
IF (<== biggest font I could use or it would be bigger) you can hit one it blows up real good. okay?
#55
Posted 27 February 2012 - 07:43 PM
#56
Posted 27 February 2012 - 09:45 PM
ManDaisy, on 27 February 2012 - 07:43 PM, said:
Still can't prove you actually hit a missile.
This would be, in terms of size, trying to shoot an incoming bullet with a shotgun. 1 time in a million you hit that bullet. Lets have the dev's work on something that might happen in my lifetime shall we?
#57
Posted 27 February 2012 - 09:52 PM
SilentObserver, on 27 February 2012 - 09:45 PM, said:
Still can't prove you actually hit a missile.
This would be, in terms of size, trying to shoot an incoming bullet with a shotgun. 1 time in a million you hit that bullet. Lets have the dev's work on something that might happen in my lifetime shall we?
Okies, you can die now

#59
Posted 28 February 2012 - 06:49 AM
#60
Posted 28 February 2012 - 08:31 AM
Aegis Kleais™, on 27 February 2012 - 11:39 AM, said:
Morashtak, on 27 February 2012 - 04:07 PM, said:
Still seems a bit on the lucky side to shoot even one down if you are on the receiving end.
Except the LRMs (120 per metric ton, or 8.33kg/18.36lbs per missile) and SRMs (100 per metric ton, or 10.00kg/22.05lbs per missile) in the BT universe are on the same scale (mass-wise, and probably size/volume-wise as well) as shoulder-fired MANPAD missiles like the Stinger and the Redeye, a class of missiles that typically have flight speeds of 400 to 800 m/s (approximately 894.77 to 1,789.55 mph)...
Edited by Strum Wealh, 28 February 2012 - 08:33 AM.
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