not sure if this is the right place for this (missile question)
#1
Posted 11 March 2012 - 12:38 AM
imagine: a catapult with a pair of LRM60s......
anyway, im writing this at ~3:30 in the AM local time. and im not entirely sure if 'spring forward' makes that earlier or later. so if this sounds completely insane, please ignore as you would other crazy ramblings
TO SLEEP! AWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYY!!!!.....
zzzzzzzzzz......
#2
Posted 11 March 2012 - 12:53 AM
For the record, I voted "NO" on upscaling LRM and SRMs. LRM-60s with Artemis IV could one-shot over half the 'Mechs in the Universe.
#3
Posted 11 March 2012 - 12:59 AM
#4
Posted 11 March 2012 - 01:09 AM
The lack of a guidance system and unique nature of MRMs means that they are incompatible with special munitions and advanced guidance systems, though they can be prepared as a single-shot system."
MRMs were introduced by the Draconis Combine in 3058.
So, they're not LosTech, but they wouldn't (canonically) be around for a while yet.
Similar functionality could be had from loading LRM and SRM launchers with unguided "dead-fire missiles" rather than the normal guided munitions (if MWO implements alternate ammo types in general and dead-fire missiles in particular).
As for larger launcher types for LRMs and SRMs... larger launchers would, to fit the patterns established by the other launchers in the same class, eventually become too heavy and/or bulky to be viable.
LRM-5: 2 tons, 1 critical, 24 shots per ton of ammo
LRM-10: 5 tons, 2 criticals, 12 shots per ton of ammo
LRM-15: 7 tons, 3 criticals, 8 shots per ton of ammo
LRM-20: 10 tons, 5 criticals, 6 shots per ton of ammo
SRM-2: 1 ton, 1 critical, 50 shots per ton of ammo
SRM-4: 2 tons, 1 critical, 25 shots per ton of ammo
SRM-6: 3 tons, 2 criticals, 15 shots per ton of ammo
Also, as trycksh0t pointed out, substantially upscaled launchers would kinda break the game...
#5
Posted 11 March 2012 - 01:11 AM
But that doesn't make for a fun game at all.I'm more and more becoming a fan of variants with some upgrades, but not an open mech lab like the previous games.
#6
Posted 11 March 2012 - 01:52 AM
S3dition, on 11 March 2012 - 01:11 AM, said:
But that doesn't make for a fun game at all.I'm more and more becoming a fan of variants with some upgrades, but not an open mech lab like the previous games.
That's a rather specific prediction of what you can and can't put on a mech. Are you on the development team? No, I didn't think so. You have no idea how many SRM6 you can get on a mech in MWO. You have no idea of how big hard points are, how much space in a hard point an SRM6 will take up, or anything. It's called game balance, and I'm sure the MWO team can design things to prevent game breaking scenarios like the one you've dreamed up.
Edited by Metro, 11 March 2012 - 02:27 AM.
Lets please watch our tone of language. THIS is certainly not something to be getting riled up over.....SO everyone calm down and discuss, nicely. Or we will close 'er down.
#7
Posted 11 March 2012 - 02:00 AM
Wolfgang Von *******, on 11 March 2012 - 12:38 AM, said:
imagine: a catapult with a pair of LRM60s......
anyway, im writing this at ~3:30 in the AM local time. and im not entirely sure if 'spring forward' makes that earlier or later. so if this sounds completely insane, please ignore as you would other crazy ramblings
TO SLEEP! AWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYY!!!!.....
zzzzzzzzzz......
there are a couple support assault chasis that can just handle 6x lrm 20, but they are only volley mechs, they have no other back up weapons. the lrm comes in a max size of 20 per launcher due to rule restrictions, mrms are dumbfire rockets and thus another animal and come in the other sizes, and again only heavy mechs have an mrm 40 launcher and only assaults have more then 1.
standard srms are rockets and the rules say they come in 2 4 and 6 shot, they are small and reliable and if you have the internals you can mount a few of them, but they rely on ammo, and 3049 is pre case, having alot of ammo on board is a bad idea, ammo takes a bad hit or gets too hot, and BOOM GOES THE DYNAMITE.
ps when im in a chasis like the atlas, i know my main weakness is going to be open area lrm spam, i am going to have at least 1 AMS on each shoulder shooting down missiles as they come, and im going to have the ams skills maxed out. if im the only ams user in my lance, i may bring as many ams as my atlas can carry and halo effect my lance, aka you wont land a single lrm on us unless you have 5+ mechs with 2-4 lrm 20s each all fireing in unison, and even then most of the missiles wont touch us, i assure you my ams ammo will outlast your missile ammo!
Edited by LordDeathStrike, 11 March 2012 - 02:03 AM.
#8
Posted 11 March 2012 - 02:06 AM
warner__, on 11 March 2012 - 01:52 AM, said:
You took what he said the wrong way. Hard. Perhaps a bit less effort or the arrogant "**WE DONT ALLOW THIS WORD HERE** "part of your personality and a little more effort on reading comprehension.
At some point your silly little brain mistook
S3dition, on 11 March 2012 - 01:11 AM, said:
S3dition, on 11 March 2012 - 01:11 AM, said:
Edited by Metro, 11 March 2012 - 02:31 AM.
Lets watch our language. Discuss nicley, and choose words that convey your opinion, without calling someone names, vulgar or otherwise. Consider yourself warned.
#9
Posted 11 March 2012 - 02:21 AM
#10
Posted 11 March 2012 - 02:34 AM
Wolfgang Von *******, on 11 March 2012 - 12:38 AM, said:
I voted no, since it's not canon. If you want 60 LRMS, get 3 LRM20's. Also, less boating=better, in my books.
John Clavell, on 11 March 2012 - 12:59 AM, said:
Since MWO is based on a non-respawn model, I think that the introduction of Arrow IVs would ruin the fun. I can imagine running out into the field, then BOOM. My mech is destroyed, or reduced to an armless husk. Then, I sit on the sidelines and watch the next 10 minutes of the match. I can't imagine that being fun at all.
Edited by Dr.Killinger, 11 March 2012 - 02:34 AM.
#11
Posted 11 March 2012 - 02:36 AM
Everyone please keep on point, with the discussion, and lets watch our choice of words and tone.
Thank you.
#12
Posted 12 March 2012 - 01:26 AM
Leetskeet, on 11 March 2012 - 02:06 AM, said:
You took what he said the wrong way. Hard. Perhaps a bit less effort or the arrogant "**WE DONT ALLOW THIS WORD HERE** "part of your personality and a little more effort on reading comprehension.
At some point your silly little brain mistook for
Not at all, you misunderstand me. My point was simply that it would be not be a good idea to claim that an open mech lab is somehow bad without knowing what other features of the game are put in place to prevent boating (if indeed boating is a bad thing) which was the original objection ("this is the basic problem with an open mech lab - people can make boats"). It's simply not known whether you can make boats at this point. For example, an LRM5 could take 2 slots, an LRM10 3 slots, and an LRM20 4 slots in some random slot system I just made up as an example. In that case it may well be pointless to try to boat LRM5s since you would have a straight choice between one LRM20 or two LRM5. What you may be able to do is swap an SRM6 for an LRM10 or something, within some hard-point system.
#13
Posted 12 March 2012 - 01:50 AM
Dr.Killinger, on 11 March 2012 - 02:34 AM, said:
Re: World of Tanks and Artillery. I like the idea though as an Arrow Mech would have to put itself into harm's way to fire more often than not, and countermeasures can make it less effective.
#14
Posted 12 March 2012 - 03:26 AM
#15
Posted 12 March 2012 - 03:47 AM
warner__, on 12 March 2012 - 01:26 AM, said:
Not at all, you misunderstand me. My point was simply that it would be not be a good idea to claim that an open mech lab is somehow bad without knowing what other features of the game are put in place to prevent boating (if indeed boating is a bad thing) which was the original objection ("this is the basic problem with an open mech lab - people can make boats"). It's simply not known whether you can make boats at this point. For example, an LRM5 could take 2 slots, an LRM10 3 slots, and an LRM20 4 slots in some random slot system I just made up as an example. In that case it may well be pointless to try to boat LRM5s since you would have a straight choice between one LRM20 or two LRM5. What you may be able to do is swap an SRM6 for an LRM10 or something, within some hard-point system.
You still to be misunderstanding (misreading?) the chap you originally quoted.
Your point about not knowing what mitigating factors may or may not appear in MWO is irrelevant since the point was in reference to previous mech labs where there were no such factors. Ie, if MWO does have some mitigating factors, then it won’t be:
S3dition, on 11 March 2012 - 01:11 AM, said:
Frankly, the abuse of the mech lab in MW3 and MW4 made it way too easy to make something completely ridiculous, hell MW3 let you configure a mech that could run faster than missiles flew.
#16
Posted 12 March 2012 - 05:04 AM
2) The effective limit for LRMs in Battletech & MW3 was 4xLRM-20. Any more & you didn't have enough criticals for anything else & ran out of ammo too fast. Also reloading will cost C-bills in MW-O, so a missile-Awesome may not be very cost-effective.
3) Anti-Missile systems are lostech, but they are one of the first systems to be rediscovered. Hopefully they'll be in the game from the start, & hopefully they won't require ammo (as seen in MW3).
4) Watch the in-game footage from GDC 2012. LRMs have a very pronounced arcing flightpath, far more than I've seen before. That & a good spotter gives us indirect fire. Now all we need is an announcement about alternative ammo types.
#17
Posted 12 March 2012 - 08:22 AM
#18
Posted 12 March 2012 - 08:52 AM
This thread isn't about those. Even if it was about them, but thinly disguised as a missile-weapon thread, shouldn't you at least mention the missile weapons?
The way I see it is that they shouldn't be expanded upon at this time. That's for several reasons. First of all, there are a ton of BT weapons that I would like to see created and represented before they start making new ones, not to mention different ammo types involved. I don't hate the idea of a LRM-25 or LRM-30, but LRM-60s would be overkill, sort of lie having a quad-laser or something. It's the kind of thing I joked around with my friends when I was in elementary school playing MW2 in '96. It isn't a bad idea, but it just was decided against for a variety of reasons.
That said - it was not because of boating or 'mechlab. A "can't make it, players would exploit it" philosophy leads to very, very bad design. it beckons question such as "why include a medium laser, people will put them on almost every 'mech and exploit them" or other such inane dribble. The way I see it is that at this point in time, MWO is probably looking to balance everything they've got, then play with ammo types (and hopefully make LBX able to shoot both slug and cluster munitions), then maybe deal with the next hundred years of the BT timeline.
Effectively, they have so much material to work with already, adding new stuff would make the mix of hundreds of weapons and 'mechs even more overwhelming than it already is. Don't get me wrong, I love new stuff, but canon, canon, canon.
Also, this is your LRM-60 carrier
#19
Posted 12 March 2012 - 11:39 AM
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