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GMs

Posted: Tue Oct 30, 2001 3:24 am
by LarkinVB
If implemeted <img src="cool.gif" border="0"> Icemans <img src="cool.gif" border="0"> idea of flare protection against guided missiles. Now basically all missiles hit without flare penalty, than each missile is checked against the flares protection to see if it makes its way to the target. This results in massive damage ( I changed damage to 3 per missile but still ... ) against non protected targets. So we need further changes to balance it out. One of you did propose to relate the hit chance to the targets temperature. I could think of the following change.
1. GMs will loose their general modifier of +10% but gain +1%/15C of the target.
2. GMs will loose their general speed modifier of speed/8 ( instead of speed/5 for most other weapons ). Perhaps this should also be related to heat.

Just some thoughts. I'm open to better ones.

Posted: Tue Oct 30, 2001 3:47 am
by firestorm
all ideas from you look good O MIGHTY CREATOR *g*
don't ask what i'm sucking up for, i'm just sucking up to THE GREAT ONE =)

i'm very bored... *g*

Posted: Tue Oct 30, 2001 6:53 am
by Lyhrrus
Looks good, though I'd put a 1% per 10C heat with speed/8 modifier and increase the reload time. (Speed "penalty" from old GM can be accounted for as titan can leave a "heat trail").

[ October 29, 2001: Message edited by: Lyhrrus ]</p>

Posted: Tue Oct 30, 2001 12:37 pm
by joeweal
I second that. 1 percent for 10 degs heat and keeping the move penalty. Yet I don't support longer reload times.

Posted: Tue Oct 30, 2001 1:24 pm
by LarkinVB
Originally posted by Ye olde Joe:
I second that. 1 percent for 10 degs heat and keeping the move penalty. Yet I don't support longer reload times.
Did you read my post ? I try to change something to take the sting out of the GMs. If I do 1%/10C and keep the move penalty as well as the reload time what has been changed ? We can safely assume an average titan temperature of 50-70 C. Thats +5% to +7% compared to +10%, little to no important difference.

Posted: Mon Nov 12, 2001 6:38 am
by A Card
Reload times might work. These are large missiles, right? What about the size of the launcher? Compare the weapon to similar autocannons & assume they trade sure damage for range & %to hit...

Posted: Mon Nov 12, 2001 4:19 pm
by jmikkone
It's not usually GMs that I'm worried about but LRMs. A lot of experience with a team having both a Frogat (4 LRM12s) and a Master Guido (4 GM6s) has proven time after time that LRMs rule already. The balancing in them seems a bit lopsided, having nothing at all to hamper LRMs (apart from things that hamper everything else as well) but both ECM and Flares working against GMs.

Also, one quite interesting note I made earlier, to have an effective GM pilot you need to raise Intelligence and Instinct statistics a LOT, neither of which help you in other weapons skills, or piloting for that matter. In other words, you'll have to suck in everything else to use GMs. Not very generalizable skill, IMHO.

I know AI doesn't use spotter titans very well to utilize indirect fire, but since we're not seeing many face-to-face team battles between human-controlled teams, this doesn't sound like a major issue..

So, until I see them GMs INCREASING in power comparing to LRMs, I'll happily stick to my lovemost LRMs and keep on munchin'. <img src="tongue.gif" border="0">

Posted: Tue Nov 13, 2001 2:41 am
by rosary
As long as the preference for online battles is limited to small maps the GM will not reveal its true power. In the campaigns there are more large maps with large teams. In a few of these Range will be king.

Posted: Tue Nov 13, 2001 6:20 am
by Lyhrrus
GMs are not really a dueling weapon. As a support weapon, combined with indirect fire and spotters, they work amazingly well.

Posted: Tue Nov 13, 2001 2:10 pm
by Thorgrim
And then let's wait for the new Guided Missile, *if* it ever gets to see the light of day <img src="smile.gif" border="0">

Posted: Wed Nov 14, 2001 9:10 pm
by Thorgrim
Originally posted by Jukka Mikkonen:
Also, one quite interesting note I made earlier, to have an effective GM pilot you need to raise Intelligence and Instinct statistics a LOT, neither of which help you in other weapons skills, or piloting for that matter. In other words, you'll have to suck in everything else to use GMs. Not very generalizable skill, IMHO.

As I recall, Int and Ins are either Primary or Secondary attributes for *all* Other skills. I wouldn't say these attributes are not needed for any jock. On the contrary, you'll *have* to develop them anyway, and as soon as possible if you want those XPs to keep coming in. Even Close Combat has Ins as primary.