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To drop or not to drop: Should gravity affect ballistic projectiles?


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Poll: Should ballistic projectiles be affected by gravity? (165 member(s) have cast votes)

Should ballistic projectiles (gauss slugs, autocannon rounds, etc.) follow a ballistic arc, or travel in a straight line?

  1. Ballistic arc, exactly as the local gravity would have it. (126 votes [76.36%] - View)

    Percentage of vote: 76.36%

  2. Ballistic arc, but only a slight arc (not as much as gravity would naturally lend).. (21 votes [12.73%] - View)

    Percentage of vote: 12.73%

  3. Straight line. (18 votes [10.91%] - View)

    Percentage of vote: 10.91%

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#1 Felicitatem Parco

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Posted 04 December 2011 - 10:10 PM

A question about slug-throwers: Should they be subject to gravity? I know a flechette would not be affected exactly the same as a slug, but, in general, should basic auto cannon, gauss, rail, and machine gun projectiles follow any kind of ballistic arc?



Edit: This thread is not primarily about "do you have to compensate for drop by aiming higher?" It's about whether or not ballistic drop should exist in the first place. If drop were enacted, then the Dev's would certainly find one way or another for you to adjust for the drop.

Edited by Prosperity Park, 02 February 2012 - 01:54 PM.


#2 Raeven

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Posted 04 December 2011 - 11:50 PM

Depends on the accuracy system. If CoF, no. If reticle accuracy, yes.

#3 Grotonomus

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Posted 05 December 2011 - 12:01 AM

View PostRaeven, on 04 December 2011 - 11:50 PM, said:

Depends on the accuracy system. If CoF, no. If reticle accuracy, yes.


I would have to agree w/ Raeven. Yet, I know these are just for fun and to see what everyone is thinking.

Keep the vote questions coming!

#4 Felicitatem Parco

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Posted 05 December 2011 - 12:01 AM

View PostRaeven, on 04 December 2011 - 11:50 PM, said:

Depends on the accuracy system. If CoF, no. If reticle accuracy, yes.

I'm not specifically talking about having to adjust your aim to compensate for drop or anyhting like that... I'm just wondering if ballistic drop should be implemented at all... from a physics standpoint.

#5 Raeven

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Posted 05 December 2011 - 12:43 AM

If you don't have to adjust your aim to compensate, what's the point?

#6 Moppelkotze

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Posted 05 December 2011 - 01:57 AM

If you don't need to adjust your aim there should be no physics for the bullets as it would be useless
and only cause more work for the cpu.

#7 Brakkyn

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Posted 05 December 2011 - 04:25 AM

I don't know about this one. If gravity affected ballistic projectiles, I think this would be the first MechWarrior game to do so.

#8 VYCanis

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Posted 05 December 2011 - 04:40 AM

View PostBrakkyn, on 05 December 2011 - 04:25 AM, said:

I don't know about this one. If gravity affected ballistic projectiles, I think this would be the first MechWarrior game to do so.


cough cough living legends cough cough

#9 Zakatak

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Posted 05 December 2011 - 06:46 AM

Depends.

For low-velocity projectiles like the UAC/20, or pretty much any AC besides the HVAC, implement drop, just like MWLL or MW3. For gauss rifles? The slug is going half of orbital velocity, so within 1000m, it may drop a millimeter at the absolute maximum. Don't bother.

#10 Smoked

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Posted 05 December 2011 - 07:49 AM

Well for all these projectiles, you would still need a line of sight. Also you would think by 3049, they would have aiming computers capable of compensatation for distance so if you aim at that reticle, that's where you should hit minus the dispersion of the weapon over distance and the pilot's gunnery stat. But when other mechs see the tracer, they should notice an arc based on velocity of the projectile and gravity of the planet effect.

Edited by Smoked, 05 December 2011 - 07:49 AM.


#11 Agasutin

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Posted 05 December 2011 - 07:49 AM

View PostVYCanis, on 05 December 2011 - 04:40 AM, said:


cough cough living legends cough cough

That's just a mod. :P

#12 wolf74

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Posted 05 December 2011 - 07:51 AM

Gravity Should Effect Missiles & Ballistics. The Basic Targeting Computer should have the arc to the close to the right convergence range. (Depending on the Convergence Model they go with)

Lighter Gravity Farther Range, Heavier Gravity Shorter Range.

Just Like Fog, & Smoke could Effect Lasers & PPC's

Edited by wolf74, 05 December 2011 - 07:54 AM.


#13 Mchawkeye

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Posted 05 December 2011 - 07:51 AM

accurate Ballistics are important; it would mean on planets possibly with gravity different to earth/each other, Canons would behave differently which might be interesting.

Though ranges of the guns would have to be opened up to make the ballistics significant and worthwhile, perhaps?

#14 Smoked

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Posted 05 December 2011 - 08:02 AM

Well also not just gravity but wind/density of air/temperature will all come into play with arc and projectile distance. Map loading would be a pain for all of these effects but definitely doable.

#15 VYCanis

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Posted 05 December 2011 - 08:07 AM

View PostAgasutin, on 05 December 2011 - 07:49 AM, said:

That's just a mod. :P


whatever works

#16 Agasutin

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Posted 05 December 2011 - 08:09 AM

View PostVYCanis, on 05 December 2011 - 08:07 AM, said:


whatever works


Heheh, I jest...

But seriously... max range != effective range, bullet drop.

#17 Ghost

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Posted 05 December 2011 - 08:22 AM

I'm against bullet drop for several reasons. The most prominent reason I'm against ballistics being involved is the fact that the deck is already stacked against projectiles. I'm all for anything that keeps the laser boats at bay.

#18 VYCanis

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Posted 05 December 2011 - 09:31 AM

having drop would not necessarily make ballistics impractical

it simply depends on how the weapons are balanced against each other.

how much heat are those lasers churning out, how many seconds or fractions there of is their laser beam lasting (to help spread damage) what is the recycle rate on them, how much damage drop off are they dealing with? Just because it's instant doesn't necessarily mean its easy to do damage with.

Ballistics would have to factor in rates of fire, damage per shot, recoil, projectile speed, heat, ammo consumption rates, ballistic drop (linked to speed)
Just because it takes more effort to land a hit with it, doesn't prevent it for being a damn good weapon.

Also preferably the drop off would not be going on inside the classic ranges, but after it.

#19 Agasutin

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Posted 05 December 2011 - 10:28 AM

View PostVYCanis, on 05 December 2011 - 09:31 AM, said:

having drop would not necessarily make ballistics impractical

This and...

View PostVYCanis, on 05 December 2011 - 09:31 AM, said:

Also preferably the drop off would not be going on inside the classic ranges, but after it.

This...

Optimal range for an UAC2 1km, after that the bullet drops. Or something along those lines, gravity factors in, etc... whether it would begin to drop before OR after optimal.

Edited by Agasutin, 05 December 2011 - 10:30 AM.


#20 Felicitatem Parco

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Posted 05 December 2011 - 10:30 AM

I guess a problem with implementing a ballistic arc is that some players may then expect the projectiles to "trail off" beyond their maximum range, like a real projectile does...

I mean, it would be kind of weird to program these ballistic weapons to follow a nice, realistic semi-parabolic arc, but then magically disappear as they cross the 500m line.





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