SRMs should be direct fire guided missiles
#21
Posted 08 May 2012 - 09:14 AM
2) Make SRM capable of being dumb fired and semi-guided.
SRMs could be little more than rockets with some ability to correct itself mid flight, but I half expect 2 to 3 missiles to be kissing the sand in a 6 missile volley. Artemis would only make them a little more accurate.
#22
Posted 08 May 2012 - 09:18 AM
If SRMs DO end up being "dumb-fire", how would you handle Rocket Launchers, assuming the game ever got to the time frame where those became available? Wouldn't dumb SRMs make Rocket Launchers redundant? I realize this is a "hypothetical".
#23
Posted 08 May 2012 - 10:11 AM
Dihm, on 08 May 2012 - 09:18 AM, said:
If SRMs DO end up being "dumb-fire", how would you handle Rocket Launchers, assuming the game ever got to the time frame where those became available? Wouldn't dumb SRMs make Rocket Launchers redundant? I realize this is a "hypothetical".
The way I always saw the SRM was a flat flight profile with limited guidance (but some). The SSRM the same but Lock provides much better damage to missiles fired ratios whereas the MRM's step up the #'s of racked missiles allowed, from SRM's max of 6 to the new MRM 10, 20, 30 and the totally crazy 40's.
TLDR: SRM's don't fly over or around LOS obstructions. LRM's with Lock simply go up and over obstacles when locked and fly just like we saw in the video's.
The MRM's also having a flat flight profile, while being a fire and forget rocket. They could require some possible target leading due to their increased max. range (450m)
Edited by MaddMaxx, 08 May 2012 - 10:16 AM.
#24
Posted 08 May 2012 - 10:18 AM
Dihm, on 08 May 2012 - 09:18 AM, said:
If SRMs were single fire, 1 ton for 15 rockets, and half the cost, sure.
#25
Posted 08 May 2012 - 10:36 AM
I would make SRMs guided, either with LRM lock time or like MW4 streaks. Here's how I would do it:
SRMs
-Locks the moment you put reticule on target (i.e. like MW4 streaks)
-Lock is maintained a second after the reticule leaves the target or while near the target (unlike MW4 streaks, allows for slight leading)
-Imperfect accuracy (missles track but not perfectly/tightly, may require leading to hit a moving target)
SSRMs
-Lock takes time to attain (like LRMs)
-Can not fire unless locked
-Once locked, missles all hit their target due to high speed/fast turning/automatic leading
I think this would give both missles a purpose. Lock times, turning speeds, etc. cold be tweaked for balance. However, going back to the unguided SRMs of MW4 would almost certainly be a mistake in the long run.
#28
Posted 09 May 2012 - 06:36 AM
#29
Posted 09 May 2012 - 07:00 AM
Garth Erlam, on 07 May 2012 - 02:19 PM, said:
I'll field this one:Tonnage. Streaks are a little heavier than standard SRMs. For a SSRM-4, I can, instead, take an SRM-6 (though the latter is 1 more crit space). Amusingly, on average, an SRM-6's damage is pretty much equivalent to an SSRM-4. The SSRM-4, has the advantage of never wasting ammunition. EDIT: Also, the SSRM-4 packs more volleys per ton. But, the potential 'burst' of the SRM-6 is still higher.
What if Streaks locked faster? What if Streaks, as in the TT could not be fired without a lock? I imagine that after a couple losses where the player feels (accurately or not) that if he'd just been able to "dumb fire" (using loosely) his SSRMs, he'd have won an engagement, and maybe even the match, he might be willing to give SRMs more serious consideration.
If I fire an SRMs with a lock, I don't expect all of them to hit, but I do expect a modicum of tracking. If I fire Streaks (with a lock, else can't be fired), I expect every missile I send to find the target (I'm willing to accept sudden moving behind objects just after firing to intercept the missiles, of course).
They are subtly different weapons systems, but each have their benefits, even when giving SRMs their canon limited guidance. =)
Edited by William Petersen, 09 May 2012 - 07:02 AM.
#30
Posted 09 May 2012 - 07:12 AM
canned wolf, on 09 May 2012 - 06:36 AM, said:
What? Rl-15 takes up 2 critical slots, weighs 1 ton, and can be fired once - The rocket Launchers are one-shot deals where a RL-15 launches its 15 rockets and it's done, like a disposable RPG launcher. SRMs are meant for prolonged engagements and precise targeting... because we *all know* that canon SRMs are guided missiles, whereas the Rocket Launchers are low-cost blunderbusses.
Edited by Prosperity Park, 09 May 2012 - 07:21 AM.
#31
Posted 09 May 2012 - 10:06 AM
#32
Posted 09 May 2012 - 10:14 AM
Dihm, on 09 May 2012 - 10:06 AM, said:
I never understood the purpose of these. They have minimal weight savings, and are only good for a single shot (obviously). Sure, the likelihood of an ammo explosion is tiny, but so is their damage output over the whole engagement.
#33
Posted 09 May 2012 - 10:41 AM
Prosperity Park, on 09 May 2012 - 07:12 AM, said:
Totally misread the entry on sarna i guess. The comparison is ridiculous, that's the main point I was trying to make. RL's are what you throw on a light mech as a 1st strike or a panic weapon.
#34
Posted 09 May 2012 - 02:40 PM
RedDragon, on 30 April 2012 - 05:26 AM, said:
- Firing SRMs without a lock and they try to lock on in mid-flight (hits are determined randomly, maybe affected by how long you kept your crosshairs over the target before firing).
- You need a lock before firing SRMs, but that only means that SOME of them locked onto the target. How many actually hit can be determined by luck or again by how long you kept the target in your sights beforehand.
SRMs should be fired dumb but they should have limited tracking capabilities. SSRMs should only fire if they have a lock and then all of them should hit the target.
The sourcebooks tell us that you can fire SRMs whenever you like, but most of the time they won't all achieve a lock. SSRMs have the advantage that they always hit, but the drawback is that you may "miss that critical shot" because they may not yet have a lock.
So:
SRM = Fired whenever you like, some missiles won't hit
SSRM = Lock needed, all missiles hit
#35
Posted 09 May 2012 - 04:02 PM
I do have a solution for this, but that solution can only work under one condition. Now, I don't care about how the locking mechanism of normal SRMs will work because they are not the point of discussion; I am strictly speaking about Streak SRMs from this point -> forth. In order for my solution to work and stand true to canon by improving a fire control system by disabling dumbfire, Streak SRMs must be able to gain target-lock and enable missile guidance the very instant your reticule is aligned on a hostile target (instant-lock).
If you hate the idea of instant lock, then you'll hate everything I say from here-on-out.
Streak SRMs could allow a pilot to either fire them without a lock (dumbfire), or fire them with a lock that is acquired simply by lining your sights up on a hostile target. That's instant-lock, you don't have to wait for a target lock to be acquired. If that is how Streak SRMs function, then you can indroduce an improvement of the system here. Create a toggle-function that allows a pilot to switch the firing controls and disable dumbfire, thereby allowing the pilot to only fire when your reticule passes over a target and your missiles are locked. That would be a great improvement because
- poor accuracy won't result in wasted ammo or wasted time reloading
- every missile you shoot is guaranteed to be guided
- you can spam the trigger with IMPUNITY!!!
... until you hit the toggle switch again and enable dumbfire!
#36
Posted 09 May 2012 - 08:44 PM
#37
Posted 10 May 2012 - 12:51 AM
#38
Posted 23 May 2012 - 10:39 PM
A lot of the usage of ammo based weapons in Battletech was waiting for a good shot to conserve ammo instead of firing them every round just because you could.
#39
Posted 23 May 2012 - 11:27 PM
As far as Streak SRMs go, I think there should be a short lock-on time (maybe 2 seconds), at the end of which you can fire a salvo that will not miss unless the target manages to put some sort of obstacle between them and your missiles.
#40
Posted 24 May 2012 - 03:41 AM
Preferably to your rear torso armor
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