

Aiming Should Alter Missile Starting Trajectory
#1
Posted 17 February 2013 - 10:10 PM
What I'd like is to be able to aim my missile pods upward and fire in more of an arc, so that the missiles crest the hill. Maybe, in keeping with LRM minimum ranges, the first 180 meters of the missile's flight are straight, based on the direction the launcher is pointed.
What do you think?
#2
Posted 17 February 2013 - 10:31 PM
#3
Posted 17 February 2013 - 11:33 PM
#4
Posted 18 February 2013 - 06:11 PM
#5
Posted 18 February 2013 - 06:20 PM
Tipps, on 18 February 2013 - 06:11 PM, said:
i think that is a good idea.
#6
Posted 18 February 2013 - 06:22 PM
Catapult got a lock. Pointed the arms up and fired before the lock was lost. Then quickly aimed arms back at the target to maintain the lock.
I think it worked. Need to try it myself to make sure.
#7
Posted 18 February 2013 - 06:26 PM
Edited by Tipps, 18 February 2013 - 06:26 PM.
#8
Posted 18 February 2013 - 07:13 PM
I agree with your post

#9
Posted 18 February 2013 - 09:56 PM
#10
Posted 18 February 2013 - 10:44 PM
#11
Posted 18 February 2013 - 10:49 PM
Eddrick, on 18 February 2013 - 06:22 PM, said:
Catapult got a lock. Pointed the arms up and fired before the lock was lost. Then quickly aimed arms back at the target to maintain the lock.
I think it worked. Need to try it myself to make sure.
It works, just you have to be VERY fast or have the module for it. (targeting decay)
#12
Posted 18 February 2013 - 11:04 PM
Geadron Kane, on 18 February 2013 - 10:44 PM, said:
this is the result of many different efforts to balance the weapons.
in MWO all armor and structure points were doubled to increase the length of matches. as a result LRM were considered far too weak. LRM were originally 1 for 1 damage (LRM20 did 20 damage). after play testing in closed beta this much damage was proven to be grossly inadequate. damage was then raised to 2.0 per missile and that proved to be too powerful.
as for srm, from what i can tell they have always done 2.5 per missile. srm were balanced by throttling the spread on the launchers.
most other weapons were generally deamed acceptable for gameplay, with a few exceptions for weapons that were far too weak for basic balancing efforts to work (MG, flamers, AC2).
#13
Posted 18 February 2013 - 11:12 PM
That said. It does have its purposes. For one, its not a horrible weapon if you have 2-4 of them (Jager/Cata4X)... Using 4 of them, sending 8 rounds downrange in a second, dealing 2 damage each (assuming you can hit with them) is 16 damage. Using 2 of them sending 4 rounds downrange a second at 8 damage. At ranges slightly better then LRMs can go? I will take that in my Centurion (2 AC/2, 1 ML, 2 LRM 10s).. Or My other Centurion (1 AC/2, 1 ML, 3 LRM 10s)...
#14
Posted 18 February 2013 - 11:15 PM
Valorcalls, on 18 February 2013 - 11:12 PM, said:
That said. It does have its purposes. For one, its not a horrible weapon if you have 2-4 of them (Jager/Cata4X)... Using 4 of them, sending 8 rounds downrange in a second, dealing 2 damage each (assuming you can hit with them) is 16 damage. Using 2 of them sending 4 rounds downrange a second at 8 damage. At ranges slightly better then LRMs can go? I will take that in my Centurion (2 AC/2, 1 ML, 2 LRM 10s).. Or My other Centurion (1 AC/2, 1 ML, 3 LRM 10s)...
i was talking about the state of these items by the end of closed beta for those who do not know the history behind some of the changes.
#15
Posted 18 February 2013 - 11:22 PM
So many headshots...
Anyway, I knew that, i was just throwing in my 2 cents about my (honestly) favorite weapon. It was never really underpowered. It just required the PLAYER to do things the rest of the weapons didnt require. The AC/2 was the only weapon I ever really had to aim with... the rest i could just put on center of target and clicky-clickly-clicky.
#16
Posted 18 February 2013 - 11:25 PM
#17
Posted 19 February 2013 - 01:25 AM
#18
Posted 19 February 2013 - 01:30 AM
Rawrshuga, on 19 February 2013 - 01:25 AM, said:
i imagine the current setup of lrm much like old torpedo technology. torpedoes also have a minimum range where they will not detonate as a built in safety measure to prevent damage to the ship that fires them.
although i like your rework for lrm a lot. you should consider giving the idea it's own thread.
#19
Posted 19 February 2013 - 01:33 AM
#20
Posted 19 February 2013 - 01:35 AM
Rawrshuga, on 19 February 2013 - 01:33 AM, said:
that is more than a little odd. you should find some way to submit a website bug. i am pretty sure they have methods for that.
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