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Anti Missile System - How should it work?


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#41 Sporkosophy

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Posted 12 May 2012 - 07:23 PM

View PostThe unnamed one, on 12 May 2012 - 06:53 PM, said:

I like the compromise they implemented into the game. They used a hard point system with so many crits to put stuff in,

Which is what they're doing in this game.

#42 Monky

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Posted 12 May 2012 - 10:18 PM

Main ideas seen so far;

AMS as a team play weapon - AMS could function like a specialized setup, allowing you to guard nearby friendlies/lance mates and free up weapon tonnage for them to have higher striking capability as you move through the map. Would likely benefit from being able to put as many AMS as desired, however an alternate proposition is each mech in the group can carry a single AMS and they all shield eachother from any missiles that come in range, provided they stay within range of eachother. Since an AMS is essentially an MG that only fires at missiles, it would likely have a 90 meter 'effective' range for engaging missiles, defining the bubble of 'protection' you could provide. Additional thoughts have pointed out the possibility of toggling an AMS on and off, and toggling an AMS to defend others vs yourself only, to help conserve ammunition.

AMS MW4 style - One major difference is that since we don't have the LAMS, it can't be true MW4 style, however essentially you choose to utilize a dedicated single AMS 'hardpoint' for your mech chassis (that every mech decided by the devs to have this specific hardpoint can choose). Then you choose how much ammo to carry, and the AMS then shields you until it is out of ammunition or rendered inoperable.

A third idea is that AMS should simply be an MG that can automatically fire against any missiles inbound, however it generates heat. Some TacOps rules support this interpretation, and it would function similarly to the first option except that it would be based on a ballistics hardpoint (since it is usable as an offensive weapon in this style).

#43 Gunmage

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Posted 12 May 2012 - 10:44 PM

View Postmonky, on 12 May 2012 - 10:18 PM, said:

AMS MW4 style - One major difference is that since we don't have the LAMS, it can't be true MW4 style, however essentially you choose to utilize a dedicated single AMS 'hardpoint' for your mech chassis (that every mech decided by the devs to have this specific hardpoint can choose). Then you choose how much ammo to carry, and the AMS then shields you until it is out of ammunition or rendered inoperable.

I like this idea - mostly because it's the closest to the TT as i see it. I'd like to add one thing - in TT you could choose to fire or not to fire AMS to conserve ammo. It might not be important, but to have it would be nice.

#44 Rango Ramage

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Posted 13 May 2012 - 12:29 AM

For this time period in the game, are missile beacons available for scout mechs? I have not played in years, so I am a little confused on weapons tech for this games time period. I never used AMS, since it did very little for knocking down more than a few missiles. How long are the battles predicted to last per game or battle? I will guess that depends on the lance and lance commanders experience.

I am new to the forums, so I am trying to learn all I can. I am just shocked they made an online game for battletech!

Edited by ShadowOne, 13 May 2012 - 12:29 AM.


#45 Monky

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Posted 13 May 2012 - 03:06 PM

NARC beacons are included, though they may not make launch. http://mwomercs.com/...-devs-1-answer/ has more information on that. The match timer I have seen in videos seems to be 20 minutes, but obviously they can be shorter than that. Welcome to the forums!

#46 Arbhall Sommers

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Posted 13 May 2012 - 03:12 PM

I liked that Narcs made an appearance in the wiki, and will arrive sometime regardless. I always prefered narc to artemis, especially the follow the leader variant. Loved those!

#47 UnseenFury

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Posted 13 May 2012 - 03:21 PM

View PostAelos03, on 12 May 2012 - 10:01 AM, said:

I think you could use machine guns to act like ams so there is another reason why to bring machine guns and i don't think it should be able to obliterate whole salvo but lets say you should be able to get few missiles, just my thought.

Machine guns as a ams system! so BADASS, I like it! Imagine Annihilator with 20 machine guns protecting the whole squad from missiles! Too bad there will be no Annihilator with 20 MGs with current hardpoint system :P

#48 Aegis Kleais

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Posted 13 May 2012 - 03:28 PM

Awesomes don't fight Catapults. Pilots fight pilots.

You can't say "An Awesome should always beat a Catapult". The pilot makes a massive difference in the mech's abilities. You'll rarely fight 1v1 as many times as there will be 3 or more mechs in a battle.

Too many people fall into a belief that tonnage equates to winning power. This isn't always the case. People will learn this, even if it's the hard way.

Edited by Aegis Kleaisâ„¢, 13 May 2012 - 03:29 PM.


#49 Arbhall Sommers

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Posted 13 May 2012 - 03:44 PM

View PostAegis Kleais™, on 13 May 2012 - 03:28 PM, said:

Awesomes don't fight Catapults. Pilots fight pilots.

You can't say "An Awesome should always beat a Catapult". The pilot makes a massive difference in the mech's abilities. You'll rarely fight 1v1 as many times as there will be 3 or more mechs in a battle.

Too many people fall into a belief that tonnage equates to winning power. This isn't always the case. People will learn this, even if it's the hard way.

I didnt say "an awesome should always beat a catapult".

#50 Zakatak

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Posted 13 May 2012 - 05:40 PM

LRM-5 --> No Damage
LRM-10 --> LRM-5
LRM-15 --> LRM-10
LRM-20 --> LRM-15

Just my 2 C-bills.

#51 Arbhall Sommers

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Posted 13 May 2012 - 06:53 PM

View PostZakatak, on 13 May 2012 - 05:40 PM, said:

LRM-5 --> No Damage
LRM-10 --> LRM-5
LRM-15 --> LRM-10
LRM-20 --> LRM-15

Just my 2 C-bills.

What do you mean?
I ask cause I personally love the LRM-5, some of my missile boats use them exclusively for the high ammo capacity. Its not the most efficient use of tonage and crits, but it commonly results in me be able to fire more often. Heat is sometimes an issue but staggered fire resolves that nicely.

#52 Zakatak

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Posted 13 May 2012 - 06:55 PM

View PostArbhall Sommers, on 13 May 2012 - 06:53 PM, said:

What do you mean?
I ask cause I personally love the LRM-5, some of my missile boats use them exclusively for the high ammo capacity. Its not the most efficient use of tonage and crits, but it commonly results in me be able to fire more often. Heat is sometimes an issue but staggered fire resolves that nicely.


Well, my point was that it, in most cases, rid of 5 LRM's every 5 seconds or so. If you are chain firing a trio of LRM-5's, you'll be fine.

#53 ice trey

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Posted 13 May 2012 - 07:01 PM

Hardpoint based.

However, the AMS is still going to be pretty new at this point in time. It's Star League technology, after all. If we get ER and Pulse lasers, Streak SRM2s, and LB-X 10 Autocannons, then by all means yes, the AMS should be made available. However, if the game starts us out with only basic gear - no star league lostech goodies, then we'll need to make due without, anyway.

#54 Steel Talon

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Posted 14 May 2012 - 02:15 PM

Just look
Posted Image
Not many mechs can fit it on roof

#55 Steel Talon

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Posted 01 August 2012 - 09:40 AM

http://youtu.be/gjWaCwm6FPI?t=18m16s
Just look on that atlas u can see it shooting down missiles
Works like MWLL

#56 Chunkymonkey

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Posted 01 August 2012 - 09:43 AM

Is Narc a missle? Is tag a laser? Only Paul will tell.





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