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Do Number Of Mech Missile Launch Tubes Effect Gameplay?


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#1 Ascendent

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Posted 20 December 2012 - 12:49 AM

So each Mech component that can mount missile launchers is designed with a given number of launch tubes (holes). Lets say you equip an LRM20 in a component with 10 launch tubes. The animation in game shows 2 volleys (2x10) of missiles released. The timer for weapon cool down doesn't start till all volleys are fired (that much I know). I recall a post back in closed beta claiming this was only a matter of animation and that hit detection and damage to enemy still would consider it (in our example) 1 volley of 20 missiles. This is also important when considering the impact AMS will have on a build. I have been unable to find that old topic or any new topics addressing this issue. If anyone has a definitive answer I would greatly appreciate it. As an additional question, at what rate does AMS shoot down missiles (or what is its damage and rate of fire, and what are missiles hp)?

#2 Khell DarkWolf

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Posted 20 December 2012 - 12:54 AM

I can't tell you about the AMS info, but to answer your missile pod question:

The answer is yes.

If the missile rack is smaller then the intended missile weapon equipped in the mechlab (SRM 6 on a CTF-2x), it will fire the volley to two bursts.

You kinda have to play with it see which one lets you fire off only a single volley instead of it split between two.

#3 RedDragon

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Posted 20 December 2012 - 12:57 AM

Salvos of a single weapon are treated as a single volley, as far as I know. But when using more than one weapon on a limited-slot chassis (e.g. 2 SRM 4 in the arm of a Cataphract), they will be fired one after the other, making it harder to aim. Especially because they tend to fire on the point where you aimed when pulling the trigger and don't adjust when leading the target, so you can't "walk" the shots. I'd guess it's the same principle for AMS - each weapon is treated as a single volley, no matter how many salvos they fire.

#4 Adrienne Vorton

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Posted 20 December 2012 - 01:01 AM

the evil thing for example about the Atlas´launcher is, that it shoots in salvos of 5 (i think)

so you fire 2 LRM 20´s in chainfire, thats about 8 small salvos constantly firing... that was/ is used for a constantly kept-up shake on the target... you can imagine that the rattle will be more continous than with only one full missle salvo from a catapult for instance...

#5 Ascendent

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Posted 20 December 2012 - 01:07 AM

View PostKhell DarkWolf, on 20 December 2012 - 12:54 AM, said:

I can't tell you about the AMS info, but to answer your missile pod question:

The answer is yes.

If the missile rack is smaller then the intended missile weapon equipped in the mechlab (SRM 6 on a CTF-2x), it will fire the volley to two bursts.

You kinda have to play with it see which one lets you fire off only a single volley instead of it split between two.


Thanks for the reply. Just to clarify, you are saying that server hit detection and damage calculation matches the animation. Correct? This would contradict RedDragons post which is consistent with animations not matching hit detection of a single weapon fired in multiple salvos.

Edited by Ascendent, 20 December 2012 - 01:12 AM.


#6 thenightisdark

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Posted 20 December 2012 - 01:15 AM

View PostAscendent, on 20 December 2012 - 01:07 AM, said:


Thanks for the reply. Just to clarify, you are saying that server hit detection and damage calculation matches the animation. Correct? This would contradict RedDragons post which is consistent with animations not matching hit detection of a single weapon fired in multiple salvos.


View PostAscendent, on 20 December 2012 - 01:07 AM, said:

damage calculation matches the animation.


No. The only thing that you can rely on is your target cross (plus or circle) turns red.

Red = hit

Everything else, and this is kinda sad, is unreliable.

#7 Ascendent

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Posted 20 December 2012 - 01:16 AM

View PostRedDragon, on 20 December 2012 - 12:57 AM, said:

Salvos of a single weapon are treated as a single volley, as far as I know. But when using more than one weapon on a limited-slot chassis (e.g. 2 SRM 4 in the arm of a Cataphract), they will be fired one after the other, making it harder to aim. Especially because they tend to fire on the point where you aimed when pulling the trigger and don't adjust when leading the target, so you can't "walk" the shots. I'd guess it's the same principle for AMS - each weapon is treated as a single volley, no matter how many salvos they fire.


This is what I remember too, but it doesn't match the animation (which may just be the case) and I can't seem to find any conformation for it. That would imply all damage done is registered on impact of first salvo, even though cool down is lengthened with multiple salvos. It also implies that even though the shaking continues (on the receiving end) dodging the additional salvos (of a single shot) has no benefit.

Edited by Ascendent, 20 December 2012 - 01:25 AM.


#8 Stonefalcon

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Posted 20 December 2012 - 01:18 AM

It's quite funny mounting an LRM 15 on a 1 tube (Narc) launcher, takes about 10 seconds for all the missiles to clear the launcher.

#9 Ascendent

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Posted 20 December 2012 - 06:56 AM

bump

#10 Cato Phoenix

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Posted 20 December 2012 - 07:07 AM

Importantly the weapon won't start recycling until the last missile is fired.

The tradeoff is you can concentrate the damage a bit more and the spread seems tighter. You also have the chance to slightly readjust aim if it's chaining and not salvo-ing for SRMs or a bit more time to reacquire a target lock for LRMS.

#11 Smeghead87

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Posted 20 December 2012 - 07:11 AM

I'm still confused as to why this only affects missile tubes. Ballistic and laser weapons can quite happily share 1 barrel on the model but fire at the same time.

#12 FiveDigits

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Posted 20 December 2012 - 07:14 AM

My impression is that hit detection matches the animation.
Point in case: When you equip an LRM 20 on the Raven's NARC slot it fires the 20 missiles one by one. Not only does it take very long to fire that way, but if you fire at a target under AMS protection then not a single missile will hit! The AMS shoots them all down.

#13 LordBraxton

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Posted 20 December 2012 - 07:17 AM

This can work in your favor as well.

I main the AWS-9M

I have 2 SRM4s and 1 SRM6 on my mech, with only 4 missle tubes.

They come in waves so it is hard to aim at a moving target, but once you get used to it you gain a grouping as tight as Artemis.

#14 Ascendent

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Posted 20 December 2012 - 12:14 PM

bump

#15 Colaessus

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Posted 20 December 2012 - 12:19 PM

Easily fixed by not using a small missile tube mechs as a missile boat.

These aint omni mechs

Edited by Amro One, 20 December 2012 - 12:19 PM.


#16 Ascendent

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Posted 20 December 2012 - 07:10 PM

bump

#17 Corpsecandle

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Posted 20 December 2012 - 07:16 PM

This is why we need a combat log.

#18 FrostPaw

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Posted 20 December 2012 - 07:25 PM

Yes it matters, if you fire lrms out of an Atlas you'll fire multiple salvos in a delayed sequence until you have fired the correct amount.

While this looks pretty cool and gives you more chances to hit, it also gives you more chance to lose the lock during the salvo release.

If you have an lrm 20 and you need to fire four salvos of five missiles you could lose lock after the first salvo and the next three would be wasted even though you only pressed the button once and the first salvo is flying to target. Where as if you could unleash all 20 missiles on the first salvo all 20 would be fired while you had lock and wouldn't be affected after you lose it.





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