Let's look at the current situation, comparing to the other available secondary weapons:
TOW: 185 damage per shot, 0.3 shots per second
Grenade: 170 damage per shot (plus likely additional splash damage), 0.3 shots per second
Hellfire: 240 damage, distributed into 8 sub-rockets (30 damage each), 0.2 shots per second, 2 second lock time.
Right away, it's easy to see a disparity:
TOW: 55.5 DPS
Grenade: 51 DPS
Hellfire: 48 DPS
But, let's consider that the Hellfire is wildly inaccurate without a lock first, and factor in having to reacquire lock-on each shot (5 second reload, 2 second lock-on, becomes an effective ROF of 0.14)
ROF corrected Hellfire: 34.3 DPS
Now let's consider that that damage assumes the entire swarm of submunitions strikes the target. Anyone with Hellfire experience will tell you that that's just not true, not even with a stationary target at medium range and a lock-on. During a pitched fight, you may expect only 2-3 missiles to hit, but let's assume we can get a 50% hit-rate over time.
Damage/ROF corrected Hellfire: 17.1 DPS
This is 31% of the DPS of a TOW missile, and 34% of the DPS of a Grenade Launcher. It is small wonder that light-class mechs with TOWs/Grenade Launchers are the dominant force on the battlefield.
So, how to fix? Simple!
1. Reduce Hellfire shot to a single missile.
This eliminates the wonky swarm-behavior and loss of DPS due to the swarm wandering off like lost sheep.
2. Reduce Hellfire reload time to 4.5 seconds (0.222 ROF).
This brings the DPS of the Hellfires right into the middle of the field, between the fast-but-line-of-sight TOW, and the versatile-splash damage Grenade. (53.3 DPS)
3. Allow Hellfires to maintain lock-on throughout reload.
Visual contact should be required to maintain the lock (ie, the big red box). Either visual contact by the launching player, or a fellow friendly mech, once the launcher has established the lock (a bit of teamwork never hurt anyone). This allows more easy remote/ballistic firing with the Hellfire.
This eliminates the loss of DPS in requiring the lock after every volley, keeping the DPS commensurate with the other options.
Things to maintain:
1. The wild inaccuracy when hip-firing. The Hellfire should remain distinct from the TOW, not just a TOW-with-easy-button-lock-on.
2. The speed (or lack thereof) of the missile itself. The Hellfire should again, remain distinct as a weapon against the TOW. The Hellfire has the advantage of a lock-on, and so also has the disadvantage of a easily-dodgeable projectile.
3. The lack of splash damage. To remain distinct against the Grenade. (not a serious issue from my experience, but there it is).
4. The lack of mid-flight detonation. Distinction. It should require a direct hit, as opposed to the other weapons which have considered splash damage.
Thoughts?
Draco
Edited by draco7891, October 26 2012 - 09:58 PM.

 

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