

Anti Missile System - How should it work?
#21
Posted 12 May 2012 - 04:29 PM
The thing that needs to be worked out is some kind of overlapping, diminishing return which allows for an AMS defensive network but reduces the effectiveness of multiple AMS to the point where having too many is detrimental rather than beneficial. Perhaps something that increases the missile defence umbrella but reduces the ammo capacity faster because multiple AMS systems are firing at the same incomming projectiles and most of the ammo is wasted on missiles already shot down.
#22
Posted 12 May 2012 - 04:37 PM
#23
Posted 12 May 2012 - 04:43 PM
I would love to see a "Fly Swatter" battlemech deployed with a lance to cover it. That would be awesome in my opinion. The firepower sacrificed at the team level is significant enough to cover the advantage of a fly swatter. At an individual level its more so, since the fly swatter cannot defend itself one on one.
I can see this working really well, a Catapult and a Fly swatter working together. One covers the over and they move as a team. They are lacking a spotter and close up defense. Looks balanced to me, add in the missing two elements and the game looks interesting.
Fill up a lance with all swatters they cant hurt anything.
Fill it up with close up brawlers, the range elements have the advantage till they are overborn.
And so on and so on. There will be uneven matchs will happen, adapt and overcome or die.
#24
Posted 12 May 2012 - 04:46 PM
Arbhall Sommers, on 12 May 2012 - 04:43 PM, said:
I would love to see a "Fly Swatter" battlemech deployed with a lance to cover it. That would be awesome in my opinion. The firepower sacrificed at the team level is significant enough to cover the advantage of a fly swatter. At an individual level its more so, since the fly swatter cannot defend itself one on one.
I can see this working really well, a Catapult and a Fly swatter working together. One covers the over and they move as a team. They are lacking a spotter and close up defense. Looks balanced to me, add in the missing two elements and the game looks interesting.
Fill up a lance with all swatters they cant hurt anything.
Fill it up with close up brawlers, the range elements have the advantage till they are overborn.
And so on and so on. There will be uneven matchs will happen, adapt and overcome or die.
Okay so this is supposed to be Battletech....
#25
Posted 12 May 2012 - 05:00 PM
#26
Posted 12 May 2012 - 05:04 PM
Why not have BAP share its ability to nearby Mechs or ECM share its abilities to nearby Mechs? It's bad enough LRM's have a defensive piece of equipment against it; don't give AMS more power against LRMs.
#27
Posted 12 May 2012 - 05:09 PM
Aegis Kleais™, on 12 May 2012 - 05:04 PM, said:
Why not have BAP share its ability to nearby Mechs or ECM share its abilities to nearby Mechs? It's bad enough LRM's have a defensive piece of equipment against it; don't give AMS more power against LRMs.
ECM does actually "share" its abilities with nearby 'mechs. It's an AOE thing, if you're in the jamming area certain enemy systems are rendered null.
*edit* - I'm not trying to erode your point, I completely agree with it. Just an "FYI" thing.
Edited by Mike Silva, 12 May 2012 - 05:10 PM.
#28
Posted 12 May 2012 - 05:30 PM
Mike Silva, on 12 May 2012 - 04:46 PM, said:
Okay so this is supposed to be Battletech....
No idea what you mean by that but moving on.
Just something Id like to see.
Makes me wonder if the FC systems like Artemis 4 will be able to increase the effectiveness of the missiles in game like they do on the table top.
#29
Posted 12 May 2012 - 05:53 PM
Arbhall Sommers, on 12 May 2012 - 05:30 PM, said:
No idea what you mean by that but moving on.
Just something Id like to see.
Makes me wonder if the FC systems like Artemis 4 will be able to increase the effectiveness of the missiles in game like they do on the table top.
The Artemis 4 makes LRM's better at Direct Fire without improving their ability at Indirect Fire. It's an okay game design choice so long as the bonus doesn't mean that C1 Catapults are suddenly able to out DF DPS the Awesome.
#30
Posted 12 May 2012 - 06:30 PM
Kanatta Jing, on 12 May 2012 - 05:53 PM, said:
The Artemis 4 makes LRM's better at Direct Fire without improving their ability at Indirect Fire. It's an okay game design choice so long as the bonus doesn't mean that C1 Catapults are suddenly able to out DF DPS the Awesome.
The Catapult should technically outperform the Awesome in a short match, but the fact that an Awesome does not rely on ammo gives it a huge edge. I am hard pressed to say which would win more often. Regardless....
I like the way you said that, the FCS would improve direct fire missiles only and not indirect fire. I dont think the FCS should be as lame as the TT version though, that system is expensive and it takes up space and makes the mech more vulnerable to critical hits while only providing a small bonus. I would have used them more if they added 3-4 to the missile hits roll instead of the piddly +2. Even an additional bonus to the to hit roll would have been better like the one for artemis 5 later on.
#31
Posted 12 May 2012 - 06:37 PM
#32
Posted 12 May 2012 - 06:40 PM
also doesn't AMS have ammunition? whereas LAMS does not? so LAMS should generate more.
idk maybe i'm just spouting nonsense lol
#33
Posted 12 May 2012 - 06:42 PM
LAMS is essentially a micro pulse laser tied to a computer that fires at missiles.
#34
Posted 12 May 2012 - 06:43 PM
#35
Posted 12 May 2012 - 06:43 PM
I think its a cool mechanic, and shouldnt change much despite the down sides of using it.
#36
Posted 12 May 2012 - 06:44 PM
#37
Posted 12 May 2012 - 06:51 PM
The LAM however, that is another type of creature. It has shut down my mechs at least a few times.
It generates massive heat, one game i had it actually set off my missile ammo. Took out my mech while it shot down a whopping 3 missiles.
Good concept, but a potential disaster.
#39
Posted 12 May 2012 - 06:54 PM
#40
Posted 12 May 2012 - 06:55 PM
i forget did it have rear facing weapons?
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