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Lock on ranges


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#1 Aero Slasher

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Posted 27 May 2012 - 09:38 AM

in vengance your missles could lock on at 1200 meters
in mercs my missle couldn't lock on at 1200meters they locked on at 1000meters cause the hud redicual would not turn detect the enemy till 1000 meters.

My question is, will we be able to lock on at 1200 meters?

#2 Jun Watarase

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Posted 27 May 2012 - 09:40 AM

For reference, the LRMs in the tabletop have less than 700 meters max range. MW4 massively increased weapon ranges for most weapons.

How accurate MWO is to the tabletop in terms of weapon stats is anyone's guess...

#3 SteelSnake

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Posted 27 May 2012 - 09:41 AM

i would think that it would be dependant on the mech and the weapons you have in your loadout. At least that is what makes sense to me. if you only have short ranged weapons in your loadout then the reticule shouldnt lock on at long range.

#4 Starbadger

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Posted 27 May 2012 - 09:41 AM

From the Heavy preview:

"...and as soon as we can get an enemy that's within 640 meters, that's the range of our missile systems..."

Keeping in mind that 640 meters in MWO units is not the same as 640 meters in Mechwarrior 4 units. =)

Heavy Preview. Look at about 0:50.

As far as lock goes, I believe scout 'mechs can not only acquire line of sight for you, but get a lock using NARC as well.

Edited by Paige V, 27 May 2012 - 09:49 AM.


#5 Zakatak

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Posted 27 May 2012 - 10:02 AM

MW4 was set in 3067 (or was that just Mercs?), so the standard LRM would have gotten some upgrades by then. But in 3049, they only lock on at 650m or so.

#6 KT Grim

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Posted 27 May 2012 - 10:09 AM

Also am I wrong in that Pilot skills are supposed to bolster your abilities somewhat? Allow you to lock on quicker, or ID enemies faster?

#7 Jun Watarase

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Posted 27 May 2012 - 10:12 AM

LRMs in tabletop never really got any upgrades, just more fancy ammo types. That's partly why people tend to gravitate towards stuff like ER PPCs rather than LRMs for damage dealing...they are not very effective, and their huge minimum range is a serious liability.

#8 Eximar

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Posted 27 May 2012 - 10:14 AM

And they will shine here as shooters remain in cover and fire using spotter's lockons.

#9 HellJumper

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Posted 27 May 2012 - 10:19 AM

600 meters or near it...i remember reading it somewhere

#10 Zakatak

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Posted 27 May 2012 - 10:22 AM

View PostHellJumper, on 27 May 2012 - 10:19 AM, said:

600 meters or near it...i remember reading it somewhere


LRM's will lock on between 640-180. After 640, the warheads are inert. Before 180, the warheads do not arm.

#11 Dhimmi

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Posted 27 May 2012 - 10:28 AM

curretly i'm more "worried" on how minimum distances will be implemented in the game

#12 Cerlin

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Posted 27 May 2012 - 11:34 AM

Before I saw the heavy video with the catapult, I was worried how LRMs would be handled. After watching, I feel pretty confident that by allowing remote spotting but limiting the range the LRMS will not be too overpowered. They also appeared to be less surgical than previous games (and more in line with the tabletop) where the hit distribution is actually pretty random. IT seemed in the videos that even something like an LRM 20, the sets of 5 missiles track independently so while you can do heavy damage, it is rarely all to the same component. Still no word on minimum ranges but with the arc the missiles had, it would seem that they would not be effective under 120 meters or so.

#13 KT Grim

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Posted 27 May 2012 - 11:39 AM

I would love them to add some more smoke to SRM LRM trails.

#14 Strum Wealh

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Posted 27 May 2012 - 12:37 PM

The TT "long" range (which the Devs have stated in Q&A 05 to be the weapons' maximum effective range) for standard LRMs (both IS and Clan) is 630 meters (21 hexes, 30 meters per hex), though the IS version should have a minimum range of 180 meters (6 hexes).

The FedCom eventually develops and deploys Extended LRMs ("ELRMs") in 3054 as a response to the Clans and their range advantages with other weapons; the ELRMs would have an effective range of 1140 meters (38 hexes), but have a minimum range of 300 meters (10 hexes).
Also, ELRMs are canonically incompatible with Artemis IV, Narc systems, and alternate munitions.

Clan Coyote eventually deploys the "Advanced Tactical Missile" system ("ATMs") in 3060; the ER-ATM missile has a "long" range of 810 meters (27 hexes) and a minimum range of 120 meters (4 hexes).

Both IS and Clan could have access to Mech Mortars (if implemented), which have the same range profile as standard LRMs, but fire in high ballistic arcs that protect them from the effects of AMS.

There is also the issue of sensor/detection range:
  • The Short-Range Scanner Sweep "provides a MechWarrior with a two-kilometer sweep". (CBT Companion, pg. 237)
  • The Long-Range Sensor Sweep "shows a 32 square kilometer map [~5.66 km per side], usually relayed to the battle computer from satellites", and "enemy 'Mechs are usually displayed as well, but no detail cam be obtained unless they are within two kilometers of the scanning 'Mech". (CBT Companion, pg. 237)
  • Standard Jamming Gear "enables a MechWarrior to jam communications up to two kilometers away against any BattleMech currently targeted on the primary viewing screen". (CBT Companion, pg. 239)
  • Communications equipment is capable of "direct point-to-point operational ranges (without bouncing) averaging 50 kilometers on the ground". (TechManual, pg. 212)
  • The searchlight "can light up targets as far away as five kilometers". (TechManual, pg. 237)
By contrast, the previous MW games generally limited sensor range to one kilometer.

IIRC, maps for MWO are expected to be fairly large.

Can and should we expect to see sensor ranges closer to BT canon (e.g. 2-5 km), or closer to what is traditionally depicted in the previous MW computer games (e.g. 1 km)?
Which would be preferred, and why?

#15 Shredhead

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Posted 27 May 2012 - 02:35 PM

I think the OP was referring to "lock on", not maximum range. In the Heavy Mech Developer Breakdown video:

at 0:55 you see he is locking on target at approximately 1050 meters, but has to wait for the enemy to come into his missile range of 640 meters. So, lock-on at 1050, max missile range 640.

#16 Aero Slasher

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Posted 27 May 2012 - 02:48 PM

View PostStrum Wealh, on 27 May 2012 - 12:37 PM, said:

The TT "long" range (which the Devs have stated in Q&A 05 to be the weapons' maximum effective range) for standard LRMs (both IS and Clan) is 630 meters (21 hexes, 30 meters per hex), though the IS version should have a minimum range of 180 meters (6 hexes).

The FedCom eventually develops and deploys Extended LRMs ("ELRMs") in 3054 as a response to the Clans and their range advantages with other weapons; the ELRMs would have an effective range of 1140 meters (38 hexes), but have a minimum range of 300 meters (10 hexes).
Also, ELRMs are canonically incompatible with Artemis IV, Narc systems, and alternate munitions.

Clan Coyote eventually deploys the "Advanced Tactical Missile" system ("ATMs") in 3060; the ER-ATM missile has a "long" range of 810 meters (27 hexes) and a minimum range of 120 meters (4 hexes).

Both IS and Clan could have access to Mech Mortars (if implemented), which have the same range profile as standard LRMs, but fire in high ballistic arcs that protect them from the effects of AMS.

There is also the issue of sensor/detection range:
  • The Short-Range Scanner Sweep "provides a MechWarrior with a two-kilometer sweep". (CBT Companion, pg. 237)
  • The Long-Range Sensor Sweep "shows a 32 square kilometer map [~5.66 km per side], usually relayed to the battle computer from satellites", and "enemy 'Mechs are usually displayed as well, but no detail cam be obtained unless they are within two kilometers of the scanning 'Mech". (CBT Companion, pg. 237)
  • Standard Jamming Gear "enables a MechWarrior to jam communications up to two kilometers away against any BattleMech currently targeted on the primary viewing screen". (CBT Companion, pg. 239)
  • Communications equipment is capable of "direct point-to-point operational ranges (without bouncing) averaging 50 kilometers on the ground". (TechManual, pg. 212)
  • The searchlight "can light up targets as far away as five kilometers". (TechManual, pg. 237)
By contrast, the previous MW games generally limited sensor range to one kilometer.


IIRC, maps for MWO are expected to be fairly large.

Can and should we expect to see sensor ranges closer to BT canon (e.g. 2-5 km), or closer to what is traditionally depicted in the previous MW computer games (e.g. 1 km)?
Which would be preferred, and why?


i once argued that atm's where more powerful when playing mercs cause they were in that game. LRM 20's were 16 damage ATM's were 18 damage! know that i know mw4 specs were a lie. i wonder which is more powerful?

that is enought reason to have everything the bt canon way! to prevent confusion on wha is what. What is real what is false.





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