Okay, so this was an idea that was brainstormed in another thread:
Assign SRM's, SSRM's, and LRM's a set amount of HP (say, 2 per missile, 4 per artemis Missile?)
Make them their own entity in flight - this has the additional benefit of making ti so they cannot pass through buildings/terrain anymore.
This would allow for an incredible amount of teamwork - take a Cicada for example, able to mount 4x MG's - yes, it leaves him unable to fight effectively, but would make them one heck of a mobile AMS.
Now, the fun bit - since lasers impart damage over time, lasers would be virtually worthless against fast-moving missiles. LBX's and AC's COULD be used, but you don't carry much ammo for them SO, do you use them to try to intercept missiles, or focus on the enemy? S.Las swaybacks might be capable AMS platforms but, like MG's, only during the terminal flight phase.
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Idea For Missiles And Mg's
Started by Kittamaru, Nov 11 2012 04:54 PM
5 replies to this topic
#1
Posted 11 November 2012 - 04:54 PM
#2
Posted 11 November 2012 - 05:18 PM
#3
Posted 12 November 2012 - 08:36 PM
*nods* Was just a thought I had to try and kill two birds with one stone - it gives the "ERMAHGERD LRM'S ARE OVERPOWERED" people a way to counter them more effectively (gasp, teamwork!) and it also fixes the "LRM's fire through stuff" issue
#4
Posted 12 November 2012 - 10:39 PM
so, you're suggesting that we bump up the game's minimum cpu requirements?
#5
Posted 12 November 2012 - 10:49 PM
It shouldn't add much at all to what the average player sees... now, if we see a return to the "120+ LRM launchers per team" thing... then yeah
#6
Posted 12 November 2012 - 10:55 PM
blah40000, on 12 November 2012 - 10:39 PM, said:
so, you're suggesting that we bump up the game's minimum cpu requirements?
This is the problem here. Actually rendering missiles in flight in the numbers that your average lance of Battlemechs puts into the air as physics objects murders your CPU, and while it might be feasible for someone with a dedicated PPU, not enough people are running discrete physics cards to make it worthwhile as a developmental investment.
Besides, fire saturation is the most effective way to deal with incoming missiles. For that, stick close to your teammates. Not a lot of incoming fire gets through a network of AMS turrets working together.
EDIT: Remember that games playable only on bleeding-edge machines tend to fail. One of the reasons Crysis didn't do so well? Because it had system requirements that made most GPUs cry, or burst right into flames. One of the reasons WoW crushed all of its competition? Because anybody could run it no matter how crappy their machine was.
Edited by Straylight, 12 November 2012 - 10:59 PM.
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