? about missile launchers and critical slots

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WilliamTuckness
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? about missile launchers and critical slots

Post by WilliamTuckness » Tue Jul 22, 2014 6:13 pm

1. Should a missile launcher have a maximum of 40 missiles? That's how many missiles an MRM40 may have. In theory, the more missiles a launcher has, the more time it takes to load all of them from a location.

2. How does a missile launcher located in a left arm location get missiles from a missile ammo bin critical slot located in a right leg location without at least one critical slot per left torso, center torso, and right torso locations?

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Re: ? about missile launchers and critical slots

Post by Typhoon » Wed Jul 23, 2014 6:40 am

#2 - I think there is/was a rule saying that an ammo bin could NOT be more than two locations away. That being the case then ammo stored in a leg location could not be used by a weapon in the arm, e.g. (1)leg to (2)centre torso to (3)torso to arm.

If there is a canon mech using ammo bins in the leg to feed an arm weapon then this rule has been scrapped or changed.

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Re: ? about missile launchers and critical slots

Post by GRUD » Thu Jul 24, 2014 9:04 pm

Remember: Any time you discuss "Logic" and "Battletech", a Catgirl dies! :shock:


So Please, continue this discussion in detail! :twisted: :thumleft:


Really though, when you consider how small the "Attachment Point" is on some 'Mechs that connect to their LRM launchers, there's really NO WAY they could realistically reload. The Unseen examples I can think of are Griffin, Scorpion, Shadow Hawk, and Thunderbolt. Even the ones with arm-mounted LRMs would really be impossible, such as the Catapult, Crusader and Zeus. "Realistically", the Crusader and Zeus would have to stick their arms straight out to the sides to reload. How else could the long missiles make the move from the torso, through the shoulder socket, and into the arm?


That should've been enough to kill a DOZEN Catgirls! :twisted:
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Re: ? about missile launchers and critical slots

Post by CJ_Keys » Fri Aug 01, 2014 4:00 am

Afaik no location rule. As far as how they get from point a to b... handwavium.
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Re: ? about missile launchers and critical slots

Post by Steve Ronin » Sun Aug 03, 2014 12:20 am

microburst transporter systems.
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Re: ? about missile launchers and critical slots

Post by Typhoon » Tue Aug 05, 2014 12:21 am

Steve Ronin wrote:microburst transporter systems.
Now why didn't I think of that? Damn, my Star Trek memories are transporting away!

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Re: ? about missile launchers and critical slots

Post by Ravion Hawk » Tue Aug 05, 2014 6:28 pm

The only problem I have with missile launchers is the ammo for SRMs and ATMs are not evenly
divisible for one ton to match each launcher. LRMs and MRMs have 120 missiles per ton which
is divisible among their launcher sizes. This means when salvaging LRMs and MRMs, the
missiles can be tossed into LRM and MRM storage respectively then one ton of LRM/MRMs loaded
into a 'Mech and the bin set for the appropriate salvos for the launcher.


As it stands right now, this is the current math for SRMs:

SRM-2 gets 100 missiles = 50 salvos
SRM-4 gets 100 missiles = 25 salvos
SRM-6 gets 90 missiles = 15 salvos <---ERROR

I'd like to see SRMs revised to 60 missile per ton so the math is like so:

SRM-2 gets 60 missiles = 30 salvos
SRM-4 gets 60 missiles = 15 salvos
SRM-6 gets 60 missiles = 10 salvos

This also shows that the SRM missiles are bulkier (twice as heavy) than LRM/MRM missiles and
helps reflect upon the increased damage (2 for SRM and 1 for LRM/MRM).

ATMs should get the same treatment.

As it stands right now, this is the current math for ATMs:

ATM-3 gets 60 missiles = 20 salvos
ATM-6 gets 60 missiles = 10 salvos
ATM-9 gets 63 missiles = 7 salvos <---ERROR
ATM-12 gets 60 missiles = 5 salvos

I'd like to see ATMs revised to 72 missile per ton so the math is like so:

ATM-3 gets 72 missiles = 24 salvos
ATM-6 gets 72 missiles = 12 salvos
ATM-9 gets 72 missiles = 8 salvos
ATM-12 gets 72 missiles = 6 salvos


The Multi-Missile Launchers (MMLs) can be removed for all I care. Those are a math nightmare.

And for the record, I have OCD over certain mathematical errors I find.
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Re: ? about missile launchers and critical slots

Post by Steve Ronin » Wed Aug 06, 2014 9:25 am

you've got a solid point there, RAV.
but I think it has been raised with TPTB before.
and their response was "meh, live with it"

cause 2+2 always equals 7, dontchya know? :wink: :lol:
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Re: ? about missile launchers and critical slots

Post by Ravion Hawk » Wed Aug 06, 2014 9:29 am

Everything equals 42. 8)
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Re: ? about missile launchers and critical slots

Post by Steve Ronin » Wed Aug 06, 2014 9:39 am

that is what I told the cop, but he kept insisting on 84.

:lol:
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Re: ? about missile launchers and critical slots

Post by Ravion Hawk » Wed Aug 06, 2014 9:41 am

GRUD wrote:Remember: Any time you discuss "Logic" and "Battletech", a Catgirl dies! :shock:


So Please, continue this discussion in detail! :twisted: :thumleft:


Really though, when you consider how small the "Attachment Point" is on some 'Mechs that connect to their LRM launchers, there's really NO WAY they could realistically reload. The Unseen examples I can think of are Griffin, Scorpion, Shadow Hawk, and Thunderbolt.
You forgot the Warhammer LOL (another cat-girl down)
GRUD wrote:Even the ones with arm-mounted LRMs would really be impossible, such as the Catapult, Crusader and Zeus. "Realistically", the Crusader and Zeus would have to stick their arms straight out to the sides to reload. How else could the long missiles make the move from the torso, through the shoulder socket, and into the arm?
Some 'Mechs like the ones you listed I go through and move ammo to the location with
the launcher to avoid this question. Though I tend to see our missile launchers as
reloading rocket launchers which use smaller missiles. This helps explain reloading,
why they are salvo fired, and why they have such short ranges compared to real world
missiles.

And there went some more Cat-Girls. :wink:
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Re: ? about missile launchers and critical slots

Post by Ravion Hawk » Wed Aug 06, 2014 9:47 am

Steve Ronin wrote:that is what I told the cop, but he kept insisting on 84.

:lol:
The wife has an accounting background so she can make 2+2 = anything you want it to be.

My drafting background causes me to say "The answer is between 41.999 and 42.001."


But...
I say the answer is 2A.
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Re: ? about missile launchers and critical slots

Post by Typhoon » Wed Aug 06, 2014 11:04 am

No,no, everyone KNOWS that 2+2=22!

:mrgreen:

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Re: ? about missile launchers and critical slots

Post by Ravion Hawk » Wed Aug 06, 2014 11:33 am

2+2= 100

And I know I'm right LOL!
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Re: ? about missile launchers and critical slots

Post by Typhoon » Wed Aug 06, 2014 12:48 pm

Ravion Hawk wrote:2+2= 100

And I know I'm right LOL!
(And your teacher marks you with a big red X) :P

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Re: ? about missile launchers and critical slots

Post by Ravion Hawk » Wed Aug 06, 2014 2:07 pm

Typhoon wrote:
Ravion Hawk wrote:2+2= 100

And I know I'm right LOL!
(And your teacher marks you with a big red X) :P
100 bin = 4 dec


I win!
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Re: ? about missile launchers and critical slots

Post by Steve Ronin » Fri Aug 08, 2014 12:00 pm

actually, the winning numbers are:

25-28-36-45-53

and were worth $85 million.

-but hoo-boy, talk about thread drift..... :lol:
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Re: ? about missile launchers and critical slots

Post by WilliamTuckness » Sat Aug 09, 2014 3:43 pm

Ravion Hawk, I like your recommendations for SRMs and ATMs.