Ashnod, on 18 February 2013 - 01:33 PM, said:
The real question is why is the lock retained after firing, conditions change and so the lock should have to be regained, said mech might have moved behind terrain and therefor the computer needs to workout a new path for its guaranteed hit if their is even a viable path to follow for the SRM's.
For the same reason that lock-on is retained prior to firing... as long as you can manage to retain it. Causing the launcher to mysteriously dump targeting data when the target is still right there is simply ludicrous and illogical. You are assuming that the lock equates to a firing solution, when the more likely system involves a tracking system locked onto a specific target ( i.e.: heat signature, radar designation, whatever).
Orzorn, on 18 February 2013 - 02:30 PM, said:
The issue is that if you reduce the "lock box" for SSRMs, you run into LRM+SSRM issues, because they both use the same circle lock indicator. It is for that reason I suggested a new indicator for Streaks, such as having the small arm target circle turn into a square when you have an SSRM lock.
I don't think it's an issue at all. LRMs fire at targets that are further away, not at targets moving quickly past them and close range, so maintaining a target lock in a narrower window would remain fairly easy, though it would require to pilot to at least pay attention.
cjmurphy87, on 18 February 2013 - 02:31 PM, said:
Without altering the way SRM work in MWO, if we want to achieve the same difficulty in use what I would propose is as follows:
1. Lead and pull trigger, no lock on system
2. State rewind or other server based system checks if a single, ballistic projectile travelling at srm speed (300m/s) would have hit the mech you are shooting at, sends results back to your client.
3. if successful you fire SSRM that now track to where ever the target is now, and follow the same or similar damage spread mechanic we have now. If unsuccessful no expenditure of ammo, no heat generated, but cool down still triggered, makes no lock sound SSRM currently do.
4. SSRM either travel at 200m/s in animation, or travel at SRM speed of 300m/s with reduced hitpoints to allow same AMS intercept rate.
I would trigger the cool down to prevent people from just holding down the trigger and sweeping the target.
Thoughts? Does this comply with the spirit of SSRM from table top, while making it workable in our current frame work?
While something like this might work, triggering the cooldown is stupid in that it doesn't make any sense. What's the delay? Energy weapons charge capacitors and ammo-based weapons cycle new rounds in, but what's the sense here? Your targeting system decides to take a nap because it's tired from working so hard? It makes no more sense than the inexplicable dumping of targeting data.