A question on Rocket Launchers

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AmaroqStarwind
04/13/18 06:46 AM
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From what I have read, a Rocket Launcher 10 weighs 0.5 tons, has a maximum range of 18, and occupies a single critical slot, while a Rocket Launcher 15 weighs 1 ton, has a maximum range of 15, and occupies two critical slots and a Rocket Launcher 20 weighs 1.5 tons, has a maximum range of 12, and occupies three critical slots.

That means that not only could you fit three Rocket Launcher 10's in the same space (and for the same weight) as a Rocket Launcher 20, for a 50% increase in firepower, but you would also get a much longer range out of it.

So... Why do people even use Rocket Launcher 15's and Rocket Launcher 20's if just using multiple Rocket Launcher 10's is a better option?
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04/13/18 09:26 AM
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There's basically no reason. Big RLs suck.
TigerShark
04/13/18 05:07 PM
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Vehicular slots. Heat.


Edited by TigerShark (04/13/18 05:07 PM)
ghostrider
04/13/18 05:16 PM
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I agree that the idea of lesser range from the same missiles shouldn't happen.
But then the same can be said of the ammo for clan weapons compared to IS weapons. I have yet to see anywhere where they say you can only use clan ammo in clan weapons and IS ammo in IS weapons.
The reason this is important is because clan weapons have a greater range. Except the gauss rifle, that would mean the clan ammo has more propellent in them then the IS ones do, with the same weight and shap as the IS has.
Some would suggest the better targeting system on the clan stuff, but that would mean pulling some apart would give them the access to making the IS reach further, more accurately. It hasn't.

Back to the rl's. It is actually better to run the 10s. You do not have to waste the entire volley of say the 20's on a jeep.

AmaroqStarwind
04/16/18 06:45 PM
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Packing your mech full of RL-10's would also give it a ton of firepower, probably enough to take down a mech two weight classes above it. You would, of course, need to keep your mech adequately cooled unless you only fired a single launcher at a time.

Actually, I think disposable rocket launchers might even be better in terms of raw firepower than using MRMs, since you can pack not just a handful, but several Rocket Launcher 10's for the same weight as an MRM-40. On the other hand, you wouldn't be able to reload it, and a single ton of ammunition provides 6 reloads for an MRM-40. Rocket Launchers definitely seem more like the option to use on disposable drone craft, or perhaps on OmniMechs/OmniVehicles so that they can be replaced extremely quickly.
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AmaroqStarwind
04/17/18 03:58 PM
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Um, quick question.

Can one-shot Rocket Launchers be put on ProtoMechs?
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04/17/18 06:13 PM
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There's availability tables for weapons for various unit types on Techmanual. IIRC, they aren't available for Protomechs (not that they shouldn't be IMO)
AmaroqStarwind
04/18/18 03:16 AM
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Yeah, I just checked TechManual: Turns out Rocket Launchers, Medium Range Missiles and Advanced Tactical Missiles are all explicitly forbidden from being put on ProtoMechs.

Man, ProtoMechs can't do anything right...
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04/18/18 11:30 AM
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It's kind of a shame, as the only reason for restricting them is because only the Clans build them (for now at least). But there's the Wobbies who captured and used some models, so they certainly would have had the ability to refit them. I'd be partial to dual arm-mounted MML-1s myself.

Protomechs certainly could use a rethinking...
AmaroqStarwind
04/18/18 12:19 PM
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There's stuff for mixed tech in Tactical Operations, and there are Inner Sphere ProtoMech things in Interstellar Operations, but in both cases many things are still explicitly forbidden from being used on ProtoMechs. For example, Light PPCs and PPC Capacitors, Large Chemical Lasers, Artemis FCS, Targeting Computers, Endo Steel, XL Engines, Ferro Fibrous Armor...

The fact that UltraHeavy ProtoMechs still base their engine rating on their Run rather than Walk MP, and need to devote 20% of their tonnage for Partial Wings... When an Ultralight BattleMech of the same weight has no such restrictions... Blegh.

ProtoMechs try to combine the strengths of Battle Armor and BattleMechs, but instead you just get the weaknesses of both. The inability to use Rocket Launchers just adds to their growing list of problems.
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