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My Thoughts On Missiles


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#1 Smeghead87

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Posted 22 December 2012 - 08:08 AM

Here's a couple of thoughts on the use of missile weapons in the game.

Firstly LRMs:
I think they should be made more viable in dumbfire mode. With the ECM situation I've been dumbfiring my LRMs more and more, with mixed results.
Most of the time, the target sees the flurry of missiles coming towards them and repositions, or the target is already moving and I've got no chance of hitting them anyway.
Very occasionally the target stays still, doesn't think to move because theres no 'incoming missile' warning and I successfully hit with a volley of LRM to great effect.

My problem is they miss way way more than they hit, and ammo is limited.

So my proposed change is that LRM fly a bit faster when dumbfired and retain their current speed against a locked target. (Make up something about not having to use fuel for manouvering to the target when dumbfired vs locked on if you like fluff reasons). And obviously missiles that were fired with a lock and then lost their target lock should not suddenly speed up, they should retain the slow speed.


Secondly Streak SRMs:
I remember seeing a dev post about making boating SSRMs less viable, so I decided to look through the TT rules and see how they were handled there. (I never played TT and yes I know this is MWO not TT but it seemed like a good place to look for inspiration.)

The Classic Battletech Master Rules had this to say about SSRM:

Quote

A player attempting to lock a Streak missile on target must make a standard to-hit roll during the Weapon Attack Phase as if he were firing a standard SRM. If successful, the player may immediately fire his Streak SRM at the locked-on target. All Streak missiles automatically hit (no roll on the Missile Hits Table is required), and the player rolls as normal to determine the hit locations. If the roll fails, the player fails to achieve a lock and so does not fire the SRMs and does not build up any heat. The player must roll for a targeting lock each turn, even if he achieved a lock on the target in the previous turn.


And I thought to myself, 'that isn't what is happening here in MWO'. Once a streak lock is achieved, it stays locked until your reticle moves off the target for so long, or until your sensors lose sight of the target through ECM or cover.
So, what if everytime a streak was fired, the lock was broken? The missile in flight would still hit the target like normal, but you would have to re-lock the target for the next volley more in line with the TT rules. If that isn't enough, you could go further and increase the lock on time for each subsequent SSRM you had on your mech.

The main problem with this proposal however is that LRM and SSRM appear to share the same lock on feature on the HUD and it would break LRM lock for mechs that are firing both LRM and SSRM at a target between 180m and 270m where both weapon ranges cross over.

tl:dr get a text to speech program if you don't like reading.

#2 blinkin

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Posted 22 December 2012 - 10:23 AM

for what you suggest to work and keep streaks usable they would have to reduce the lock time on them quite a bit.

and i like your tldr.





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