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Vagabond
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PostPosted: 19-Dec-2003 20:54    Post subject: Improved LRMs Reply to topic Reply with quote

The Improved LRM is an effort by House Kurita to further missile technologies that it can deploy on the battlefield. Using the developments in guidence technologies gained from there success with the Streak SRM and from combat salvage gained from the Clans developers of the I-LRM have attempted to increase accuracy, decrease lock times, and improve range.

The I-LRM has about the same weight and critical space as conventional LRMs and uses the same ammo bins as the original designs. The developments come in the increased accuracy at short range and an overall increase in range do to lighter casings and improved fuel efficency. This combination returns much of the effectiveness to this ageing weapon.

I-LRM

I-LRM 5: Heat 2: Dmg 1/missile: Min 0: Rng 8/16/24: Weight 2tons: Crits 2: Ammo 24: Cost 60,000: Ammo Cost 60,000: BV 62: Ammo BV 8

I-LRM 10: Heat 4: Dmg 1/missile: Min 0: Rng 8/16/24: Weight 5tons: Crits 3: Ammo 12: Cost 200,000: Ammo Cost 60,000: BV 124: Ammo BV 16

I-LRM 15: Heat 5: Dmg 1/missile: Min 0: Rng 8/16/24: Weight 7tons: Crits 4: Ammo 8: Cost 350,000: Ammo Cost 60,000: BV 187: Ammo BV 23

I-LRM 20: Heat 6: Dmg 1/missile: Min 0: Rng 8/16/24: Weight 10tons: Crits 6: Ammo 6: Cost 500,000: Ammo Cost 60,000: BV 250: Ammo BV 31

This launcher may use all standard LRM rounds. While loaded with standard ammo types this launcher acts like a Standard LRM of that Size.

This launcher may use Artimies Ammo, at x2 the ammo cost and still retain all features of an I-LRM.

What do you think?


[ This Message was edited by: Vagabond on 2003-12-19 20:55 ]
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Slythis
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PostPosted: 19-Dec-2003 23:42    Post subject: RE: Improved LRMs Reply to topic Reply with quote

I like it, alot, it's a great improvment over the traditional LRM, makes them the threat that they are at tech Lvl 1... and yes I've already played with these rules ^_^

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Vagabond
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PostPosted: 20-Dec-2003 06:12    Post subject: RE: Improved LRMs Reply to topic Reply with quote

Quote:

On 2003-12-19 23:42, Slythis wrote:
I like it, alot, it's a great improvment over the traditional LRM, makes them the threat that they are at tech Lvl 1... and yes I've already played with these rules ^_^



details details

was it balanced or unbalancing?

was it too much too fast or just right?

gimmie info.

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Steelfang
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PostPosted: 20-Dec-2003 15:12    Post subject: RE: Improved LRMs Reply to topic Reply with quote

I like it . You get longer reach and mo minimums which closes in on the Clan Tech. You still have same weight, which allows the Clanners to still mount twice as many launchers for the same weight as the IS.

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-Mud
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PostPosted: 20-Dec-2003 17:06    Post subject: RE: Improved LRMs Reply to topic Reply with quote

I never liked the lack of any minimum range on Clan-tech LRMs. Makes them too powerful in my opinion. They should have a minimum range of six just like the Inner Sphere LRMs. This is true of Clan PPCs too...why did they cut minimum range out of PPCs when they made ER PPCs? Does not make any sense to me.
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Slythis
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PostPosted: 20-Dec-2003 21:35    Post subject: RE: Improved LRMs Reply to topic Reply with quote

Quote:

On 2003-12-20 06:12, Vagabond wrote:

details details

was it balanced or unbalancing?

was it too much too fast or just right?

gimmie info.



I found this to add balance to the game when playing against Clan tech but isn't so supirior to standard LRMs to make them completly useless, everyone who I play with has agreed to add this to our official House rules.

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Vagabond
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PostPosted: 21-Dec-2003 00:42    Post subject: RE: Improved LRMs Reply to topic Reply with quote

Quote:

On 2003-12-20 21:35, Slythis wrote:
Quote:

On 2003-12-20 06:12, Vagabond wrote:

details details

was it balanced or unbalancing?

was it too much too fast or just right?

gimmie info.




I found this to add balance to the game when playing against Clan tech but isn't so supirior to standard LRMs to make them completly useless, everyone who I play with has agreed to add this to our official House rules.



SWEET!

I'm humbly honored. Tell me how it performs.

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Nightmare
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PostPosted: 21-Dec-2003 01:20    Post subject: RE: Improved LRMs Reply to topic Reply with quote

Quote:

On 2003-12-19 20:54, Vagabond wrote:
What do you think?



Ditching the minimum range from IS LRMs is a good thing. Creating a new weapon for it wasn't necessary, but it can certainly make scenarios more interesting. Many players try to pace their moves so they stay outside the 7-hex sweet spot of LRM boats, no matter what it does to their own weapons fire. Getting in trouble with an Archer that carries I-LRMs might be quite the experience for someone like that.

I might use the I-LRM as the center of attention in a raid IF I ever agree to play the Mechwarrior RPG with certain people again.

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Vagabond
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PostPosted: 21-Dec-2003 02:33    Post subject: RE: Improved LRMs Reply to topic Reply with quote

Quote:

On 2003-12-21 01:20, Nightmare wrote:
Quote:

On 2003-12-19 20:54, Vagabond wrote:
What do you think?



Ditching the minimum range from IS LRMs is a good thing. Creating a new weapon for it wasn't necessary, but it can certainly make scenarios more interesting. Many players try to pace their moves so they stay outside the 7-hex sweet spot of LRM boats, no matter what it does to their own weapons fire. Getting in trouble with an Archer that carries I-LRMs might be quite the experience for someone like that.

I might use the I-LRM as the center of attention in a raid IF I ever agree to play the Mechwarrior RPG with certain people again.



thank you. all good info thx.

as to why i designed new launchers is do to a restructuring of its automatted systems and in system computers and i didn't like the idea of this being just an ammo type. it just didn't FEEL right to do it that way.

But i did settle on backwards compatability with old LRM ammo types. you loose abit of the systems advantages by using them but you still can.

so I-LRMs are really a combination of System and Ammo to gain the advantages it gets.

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Steel-Scorpion
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PostPosted: 21-Dec-2003 14:47    Post subject: RE: Improved LRMs Reply to topic Reply with quote

nice... very very nice... i used these rules to GREAT effect in my Mechwarrior Game... the players didn't know what to think when the LONGBOW lobbed "LRM'S" at 5 Hexes Smile

in Combination with my Streak-Boxes... it was so effective only one player walked off the field and they all LOVED the game eventhough thier Mechs were Toast.

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Vagabond
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PostPosted: 21-Dec-2003 16:33    Post subject: RE: Improved LRMs Reply to topic Reply with quote

Quote:

On 2003-12-21 14:47, Steel-Scorpion wrote:
nice... very very nice... i used these rules to GREAT effect in my Mechwarrior Game... the players didn't know what to think when the LONGBOW lobbed "LRM'S" at 5 Hexes Smile

in Combination with my Streak-Boxes... it was so effective only one player walked off the field and they all LOVED the game eventhough thier Mechs were Toast.



Nice

Whats a Streak-Box just so i can judge the lethality of the missile system.

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AWAD
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PostPosted: 21-Dec-2003 21:56    Post subject: RE: Improved LRMs Reply to topic Reply with quote

Nice write up but I did it a little simpler and more complex. I did not touch the launcher in any way, just added more special ammo types. I am like -mud, most special ammos are 1.5 tech. In a strict game, no can play, but in a loose game they can be used.

ERLRM- Range -/20/30 with a min of 10. Has no short range, all shots are medium or long and the min range was 10. So this could really reach out and touch some one, but sucked close in.

Dead Fire- 7/14/15, no minimum range and could not be used indirect. Yes that long range is correct; missiles just died off, straight line and then plummet. So you could use primary weapons at point blank. (Yes hot loading is not special ammo but I did this years ago.)

I had one more set of alternate rules that made these more effective, .5 ton ammo bays. Each one takes a slot and thus ups the odds of an ammo explosion and reduces the space for other weapons but really made missile boats very flexible.

Think of an Archer with 2 1 ton bays and 4 .5 ton bays. So you carry 2 tons standard, .5 ERLM, .5 DFM, .5 smoke, .5 Thunder. This makes it a very useful platform to take on many tasks. Thus one Mech can change mission profile quickly with a simple ammo load out change. Final thing was it made the enemy wonder what you had and how much of which ammo. No longer could they easily count your shots.

AWAD- Hitting slow movers at range 30 really can soften them up.
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Paul
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PostPosted: 22-Dec-2003 08:40    Post subject: RE: Improved LRMs Reply to topic Reply with quote

Quote:

On 2003-12-20 17:06, -Mud wrote:
They should have a minimum range of six just like the Inner Sphere LRMs. This is true of Clan PPCs too...why did they cut minimum range out of PPCs when they made ER PPCs? Does not make any sense to me.



The lack of minimums on Clan LRMs is a printing error turned canon. They were intended to have minimums.

The PPC one, I'm not sure about. I've heard nothing of it being a mistake. Game mechanics-wise, you could say that the unfocussed part still occurs, but now it's only for the first 10-15 or so meters, and thus has no effect on the BT game mechanics.
(Since Mechs and vehicles can't fire at targets *in* their hex)

That said, Vagabond, nifty approach to a common fix. A lot of people tend to drop minimums from IS LRMs for one reason or another, but I really like your approach. I think I'll try to use it as well, and RP that expensive upgrades to existing LRM launchers are needed.
Not sure about increasing the range myself.

Paul
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