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Aiming Should Alter Missile Starting Trajectory


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#1 Chou Senwan

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Posted 17 February 2013 - 10:10 PM

If I'm in a catapult a few meters behind a hill, and I fire LRMs at a mech an ally has targeted on the other side of the hill, they slam into the hill.

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 Runenstahl

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Posted 17 February 2013 - 10:31 PM

Changing missiles to let them fly straight for a fraction of their range (10 to 20 %) before guidance kicks in could serve to tweak SSRM's down a bit AND improve firing possibilities of LRM's.

#3 FerrolupisXIII

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Posted 17 February 2013 - 11:33 PM

this is something id love to see, right now it seems like my pilot is an ***** and forgot to elevate the arm boxes to get a shot off.

#4 Tipps

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Posted 18 February 2013 - 06:11 PM

This is a good idea, there have been times I have been behind a hill in a Catapult and got a lock on a target, and wish I could aim my arms up and still maintain the lock. Maybe make it so the LRM gets a lock when the torso is pointed at the target? This way the arms are still free to move.

#5 blinkin

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Posted 18 February 2013 - 06:20 PM

View PostTipps, on 18 February 2013 - 06:11 PM, said:

This is a good idea, there have been times I have been behind a hill in a Catapult and got a lock on a target, and wish I could aim my arms up and still maintain the lock. Maybe make it so the LRM gets a lock when the torso is pointed at the target? This way the arms are still free to move.

i think that is a good idea.

#6 Eddrick

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Posted 18 February 2013 - 06:22 PM

I have seen someone try it.

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 Tipps

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Posted 18 February 2013 - 06:26 PM

Eddrick, Yeah I have tried that as well. Sometimes smooth quick movements are hard for me though because of my sometimes terrible frames lol. I have also tried aiming at the most upper part of the "targeting square" hoping it is enough elevation to get over the hill.

Edited by Tipps, 18 February 2013 - 06:26 PM.


#8 Corvus Antaka

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Posted 18 February 2013 - 07:13 PM

Mech 3 LRMS !!!!!

I agree with your post :)

#9 Chou Senwan

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Posted 18 February 2013 - 09:56 PM

I recall in Mech 3, there was a player, something like BuzzLightBeer, who trained me to be powerful in the ways of the Streak SRM. Mount as many as you can, plus jump jets. Get a target lock, jump as high as you can, then fire straight upward. Like ICBMs, the missiles inevitably have enough tracking ability to hit even horribly lagging 1999-era enemies.

#10 Geadron Kane

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Posted 18 February 2013 - 10:44 PM

I don't understand why and Lrm 20 which did 20 damage in the tabletop game does near 40 dmg in MWO. It seems that with the exception of missile weapons, the rest do damage in relation to the Battletech stats. The SRM6 did 12 in BT but is 15 in MWO and so on. Someone please explain why the LRM20 which can fire and damage a mech that cannot riposte doing 40 while an LB-10x does 10x1dmg? LRms have a minumum range of 180m and the LB is said to have a max range of 540m (good luck landing 1/5 of the rounds at that range).

#11 Valorcalls

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Posted 18 February 2013 - 10:49 PM

View PostEddrick, on 18 February 2013 - 06:22 PM, said:

I have seen someone try it.

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 blinkin

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Posted 18 February 2013 - 11:04 PM

View PostGeadron Kane, on 18 February 2013 - 10:44 PM, said:

I don't understand why and Lrm 20 which did 20 damage in the tabletop game does near 40 dmg in MWO. It seems that with the exception of missile weapons, the rest do damage in relation to the Battletech stats. The SRM6 did 12 in BT but is 15 in MWO and so on. Someone please explain why the LRM20 which can fire and damage a mech that cannot riposte doing 40 while an LB-10x does 10x1dmg? LRms have a minumum range of 180m and the LB is said to have a max range of 540m (good luck landing 1/5 of the rounds at that range).

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 Valorcalls

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Posted 18 February 2013 - 11:12 PM

AC/2 is basically the weapon you aim with and try to headshot someone. You will NEVER kill someones armor with that gun unless you REALLY aim... Or you just cherrypick with it and kill nearly-cored mechs (which i do in my centurion sometimes)...

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 blinkin

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Posted 18 February 2013 - 11:15 PM

View PostValorcalls, on 18 February 2013 - 11:12 PM, said:

AC/2 is basically the weapon you aim with and try to headshot someone. You will NEVER kill someones armor with that gun unless you REALLY aim... Or you just cherrypick with it and kill nearly-cored mechs (which i do in my centurion sometimes)...

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 Valorcalls

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Posted 18 February 2013 - 11:22 PM

I know? I played in the closed beta as well. I never had an issue with the AC/2 even then. I just learned to aim with it really early...

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 Sigismund

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Posted 18 February 2013 - 11:25 PM

The Catapult as well as many other mechs such as the Trenchbucket come with LRM's standard in the arms which should allow them to aim at extreme upwards angles. In fact I'd reckon this should the major benefit of the Catapult over other LRM boats. Espeically since horizontal angles mean nothing to LRM's so putting LRM's in the arms just makes you feel wasteful.

#17 Rawrshuga

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Posted 19 February 2013 - 01:25 AM

Yeap, it'd be nice to see LRMs arch upward during initial launch. Frankly there's a few things I don't like about how LRMs are implemented in-game. I won't get into how I feel about lock-ons, but the fact that they do no damage under 180m is just ridiculous. However, let's say they fire in an upward motion initially, which ties in very nicely with their in-game role as indirect fire weapons, and fly upward--say 15-30 degrees--for 180m (TT minimum range) before their tracking mechanism becomes active and they home into the target, this would be interesting. They could still do damage at the 180m range, but within this range they not only fire up and away from your point-of-aim, but they're effectively dumbfire. A skilled gunner could still make use of them, by angling down, but it's only the kind of thing you do in a pinch, effectively shotgunning your target while staring at your knees.

#18 blinkin

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Posted 19 February 2013 - 01:30 AM

View PostRawrshuga, on 19 February 2013 - 01:25 AM, said:

Yeap, it'd be nice to see LRMs arch upward during initial launch. Frankly there's a few things I don't like about how LRMs are implemented in-game. I won't get into how I feel about lock-ons, but the fact that they do no damage under 180m is just ridiculous. However, let's say they fire in an upward motion initially, which ties in very nicely with their in-game role as indirect fire weapons, and fly upward--say 15-30 degrees--for 180m (TT minimum range) before their tracking mechanism becomes active and they home into the target, this would be interesting. They could still do damage at the 180m range, but within this range they not only fire up and away from your point-of-aim, but they're effectively dumbfire. A skilled gunner could still make use of them, by angling down, but it's only the kind of thing you do in a pinch, effectively shotgunning your target while staring at your knees.

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 Rawrshuga

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Posted 19 February 2013 - 01:33 AM

I would, but for some odd reason I can't post a new topic. Replies are fine, but whenever I start a new thread and try to post it just sends me back to the homepage.

#20 blinkin

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Posted 19 February 2013 - 01:35 AM

View PostRawrshuga, on 19 February 2013 - 01:33 AM, said:

I would, but for some odd reason I can't post a new topic. Replies are fine, but whenever I start a new thread and try to post it just sends me back to the homepage.

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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