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So Commandos Are Invincible Underwater?


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#21 LennStar

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Posted 03 December 2012 - 04:16 AM

View PostKobura, on 02 December 2012 - 05:10 PM, said:


The lasers in the game are usually actually electron cannons, or gas-emission lasers. Light lasers wouldn't be very useful.

Or, maybe they are, and that's why they're outclassed by AC/missiles right now...


Just for reality's sake: The US army is currently testing (shooting from real drones on real "scrapped" targets) with laser weapons.
You can deal a lot of dmg with a pulsed light emitter in the single Watt range (burn/blind a human eye with less then 1W is no problem! (There is a reason you should never watch into a laser with your last eye!). And for bigger toys just look at industrial laser cutters.

#22 EnigmaNL

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Posted 03 December 2012 - 04:22 AM

View PostKobura, on 02 December 2012 - 05:10 PM, said:


The lasers in the game are usually actually electron cannons, or gas-emission lasers. Light lasers wouldn't be very useful.

Or, maybe they are, and that's why they're outclassed by AC/missiles right now...


ALL Lasers are "light lasers". Light Amplification by Stimulated Emission of Radiation. An electron cannon sounds more like a PPC and a gas-emission laser?! Dafuq?[/color]

Edited by EnigmaNL, 03 December 2012 - 04:23 AM.


#23 Flapdrol

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Posted 03 December 2012 - 04:25 AM

I've fired at shutdown mechs with no damage registering many times, why would the water have anything to do with it?

#24 EnigmaNL

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Posted 03 December 2012 - 04:28 AM

View PostFlapdrol, on 03 December 2012 - 04:25 AM, said:

I've fired at shutdown mechs with no damage registering many times, why would the water have anything to do with it?


You can try shooting at a Jenner's legs when they are underwater, you won't be able to hit them. Commando's are smaller and they can sometimes be entirely submerged and thus invulnerable.

#25 Turboferret

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Posted 03 December 2012 - 04:35 AM

View PostShinzok, on 02 December 2012 - 10:09 PM, said:

Well , I've been trying to damage mech parts that are under water , but i think only the bigger lasers do damage to mechparts. cause the small lasers do NO DAMAGE. doesn't matter how deep or shallow the water is .. they just don't do damage.


That seems perfectly fine, small laser is small.

#26 Thomas Dziegielewski

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Posted 03 December 2012 - 09:32 AM

Yes they have a nice advantage but are by no means invincible.

-Because you are fully submerged All you heatsinks will cool double because they are under water. It takes how much of your component is submerged into account. So if half your legs are in water you will cool 50% faster on the heatsinks that are in the leg components.

-Missiles explode on surface of water but take damage radius into account and will deal full damage

-Lasers and Ballistics will do less damage linearly the deeper they hit up to the depth of 10m



Pending feature : Moving slower when in water (I have to wait for new movement code)

Pending feature : Can not shoot weapon if it is submerged (Gameplay feature ready but needs HUD support)

#27 Kobura

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Posted 03 December 2012 - 10:36 AM

Thomas you have just raised questions! XD

1. Heatsinks DO take into account being submerged for increased effectiveness? If so, what body parts? And, what maps/environments is this true for (being submerged on Caustic Valley might be a BAD thing for instance?)

2. What approximately are the radius' for missile damage? Do they do full damage to every component inside this radius? (this might be one of the reasons Streak missiles are "so powerful", is they do their full damage to 2-3-4 components...)

3. Weapons lose damage linearly - over what distance underwater? What is the rate of damage decrease? Is it percentage with a hard-capped distance, or is it points lost per unit of distance (meter)?

#28 Thomas Dziegielewski

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Posted 03 December 2012 - 10:56 AM

1. Depends which body part you shoved your heatsinks in. If you put all in legs and legs are 50% submerged they will cool 50% more for the heatsinks that are in your legs only. If you put one on your head, your head would have to be submerged to get any cooling bonus from it. There is a steam effect that emits from the component that contains the heatsinks that are under water when your heat is above 50%.

As for caustic valley, all water cools but as the ambient temperature in the level is higher it might just cool to normal ambient temperature levels. We don't have any 'hot water' yet.

2. Radius depends in missile LRMs 4.0, Streaks 3.5 No they will always deal the max damage they are allowed to. So if explosion does 3 damage and 50% of one component is hit and 50% of the other both components would get 1.5 damage each.

3. I simplified the system to only use actual depth not the distance the beam or bullet travels in the water. So if the hit location on the mech is 10m under water it will do no damage. If you hit the mech 1m below the surface of the water it will do 90% of the damage. maxDepth for all weapons using it right now is 10m that is the height of a Jenner.

#29 Kobura

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Posted 03 December 2012 - 12:00 PM

View PostThomas Dziegielewski, on 03 December 2012 - 10:56 AM, said:

1. Depends which body part you shoved your heatsinks in. If you put all in legs and legs are 50% submerged they will cool 50% more for the heatsinks that are in your legs only. If you put one on your head, your head would have to be submerged to get any cooling bonus from it. There is a steam effect that emits from the component that contains the heatsinks that are under water when your heat is above 50%.

As for caustic valley, all water cools but as the ambient temperature in the level is higher it might just cool to normal ambient temperature levels. We don't have any 'hot water' yet.

2. Radius depends in missile LRMs 4.0, Streaks 3.5 No they will always deal the max damage they are allowed to. So if explosion does 3 damage and 50% of one component is hit and 50% of the other both components would get 1.5 damage each.

3. I simplified the system to only use actual depth not the distance the beam or bullet travels in the water. So if the hit location on the mech is 10m under water it will do no damage. If you hit the mech 1m below the surface of the water it will do 90% of the damage. maxDepth for all weapons using it right now is 10m that is the height of a Jenner.


This is the delicious stuff that should be compendium'd. THANK YOU!

#30 Tice Daurus

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Posted 03 December 2012 - 12:13 PM

View PostInveramsay, on 02 December 2012 - 03:06 AM, said:

But you should be alot slower in water though, no?


Yes they should. No worries however, I submitted that to the DEV's MONTHS ago. I'm sure they will get to it...SOON*TM

View PostThomas Dziegielewski, on 03 December 2012 - 09:32 AM, said:

Yes they have a nice advantage but are by no means invincible.

-Because you are fully submerged All you heatsinks will cool double because they are under water. It takes how much of your component is submerged into account. So if half your legs are in water you will cool 50% faster on the heatsinks that are in the leg components.

-Missiles explode on surface of water but take damage radius into account and will deal full damage

-Lasers and Ballistics will do less damage linearly the deeper they hit up to the depth of 10m



Pending feature : Moving slower when in water (I have to wait for new movement code)

Pending feature : Can not shoot weapon if it is submerged (Gameplay feature ready but needs HUD support)


Oh cool. Looks like you guys are indeed working on this then! YAY! My submission counted for something! :-D

#31 InfiniteChaos

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Posted 03 December 2012 - 12:34 PM

My only concern is to fix this by removing the ability for a submerged unit to fire when completely submerged in the water to fire. Also, the more depth a mech goes into the water, the slower their movement speed should be.

My concern is when the Flea is implemented. It's SUPER small and can completely submerge itself under the water (without a little head sticking up like the Commando).

I foresee a viable tactic of using a flee to power down in the middle of the water in 3rd person view. They have no heat because they're completely in the water, can't take damage, and powered down to remove them from radar. Even if an enemy unit has Beagle, then they would have to get within 200m... OP maybe? Then what if that same Flea has ECM?

Edited by InfiniteChaos, 03 December 2012 - 12:35 PM.


#32 JayVrb

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Posted 03 December 2012 - 01:09 PM

View PostInfiniteChaos, on 03 December 2012 - 12:34 PM, said:

I foresee a viable tactic of using a flee to power down in the middle of the water in 3rd person view. They have no heat because they're completely in the water, can't take damage, and powered down to remove them from radar. Even if an enemy unit has Beagle, then they would have to get within 200m... OP maybe? Then what if that same Flea has ECM?


That actually sounds fun and interesting to me.

Edited by Vrbas, 03 December 2012 - 01:09 PM.


#33 p4g3m4s7r

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Posted 03 December 2012 - 04:15 PM

View PostEnigmaNL, on 03 December 2012 - 04:22 AM, said:


ALL Lasers are "light lasers". Light Amplification by Stimulated Emission of Radiation. An electron cannon sounds more like a PPC and a gas-emission laser?! Dafuq?[/color]


Pretty much all modern lasers (as in Lasers used in the year 2012) are gas-emission lasers. This means you're using electrons to create a cascading effect in a gas to produce photons that are highly collimated and concentrated. They're "light lasers" as you've said.

In other words, electricity makes the gas go *pew pew*.

#34 JayVrb

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Posted 04 December 2012 - 08:56 AM

View Postp4g3m4s7r, on 03 December 2012 - 04:15 PM, said:

Pretty much all modern lasers (as in Lasers used in the year 2012) are gas-emission lasers. This means you're using electrons to create a cascading effect in a gas to produce photons that are highly collimated and concentrated. They're "light lasers" as you've said.

In other words, electricity makes the gas go *pew pew*.


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BIG STOMPY ROBOTS





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