I Had A Funny Thought Before Sleeping - Make Everything Take The 10 Seconds.
#1
Posted 01 March 2013 - 08:20 AM
Cooldown
Weapons would have no cooldown timer
Heat
Accumulates during firing
Lasers
Continous fire beam weapons
PPC
As lasers but the EMP effect is constant as long as you hold the beam to the target and looks like a flickering lightning bolt.
Flamers
As Lasers but nullify 0,1 heat on enemy mech while affected
Autocannons
These babies would now become full auto cannons with a fire rate equivalent for their size.
The AC/20 would do 2 points of damage a second and heat would gradually rise during firing.
UAC/5 would have a chance to jam and when that happens it will skip 1 bullet per jam result during the 10 seconds.
AC2 would do 0,2 damage per second and probably look like continous tracer fire while rotary cannons would essentially be beams.
MG's would now do the same damage as the AC2 at 0,2 damage per second but at greatly limited range.
LRM
These would be continous fire weapons and the actual visible missiles launched would not be important apart from visual effect and see what's about to hit you - the important part is that the LRM20 for example would deal 2 damage per second in a 10 second salvo
SRM
Like the LRM20 these weapons would distribute their damage during 10 seconds so teh SRM6 would do 1,2 damage per second.
Heatsinks
Heatsinks would continously pump 0,1 heat per heatsink per second and effectively function like the boardgame.
Ammunition
These would now be calculated per 10 seconds instead of per shot.
Would it work? I dunno, but it would look damn cool with all that continous fire EVERYWHERE.
#2
Posted 01 March 2013 - 08:21 AM
Usefull would quickly become raw number of hardpoints.
#3
Posted 01 March 2013 - 08:25 AM
#4
Posted 01 March 2013 - 08:27 AM
#5
Posted 01 March 2013 - 08:28 AM
#7
Posted 01 March 2013 - 08:35 AM
Although im sure there is something wrong with that but i would like it better than the current system.
#8
Posted 01 March 2013 - 08:42 AM
Viper69, on 01 March 2013 - 08:35 AM, said:
Although im sure there is something wrong with that but i would like it better than the current system.
Also add the options to have different brand of weapons with different fire rates. Vulcan cannon AC20 VS single shot heavy bore cannon AC20.
Rapid pulse Gauss VS 'wallbreaker' brand single shot gauss.
#9
Posted 01 March 2013 - 08:43 AM
I doubt they will bring it into this game....seing as how they dont wanna unbalance anything....but yeah. As for all the other stuff there isnt much like those...I dont think that does exist.
#10
Posted 01 March 2013 - 08:50 AM
Mirakuu, on 01 March 2013 - 08:43 AM, said:
I doubt they will bring it into this game....seing as how they dont wanna unbalance anything....but yeah. As for all the other stuff there isnt much like those...I dont think that does exist.
Autocannon Calibers
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Caliber is fluff for the size of the barrel that the shell or shells are fired from and no standard caliber has been set for any of the classes of Autocannon. Autocannon in a class vary by manufacturer and model. With the fluffed number of shells and caliber being specified, no Autocannon has been specified to be one shell fired for each "round" or burst of fire. Probable exceptions are the 185 mm ChemJet Gun Autocannon/20 mounted on the Demolisher combat vehicle and Monitor Surface vessel or the 203 mm Ultra Autocannon/20 on the Cauldron Born A BattleMech.
So an autocannon would be able to be either single shot or at least Burst Fire.
Quote
So I could also have a 30mm AC/20 that fire 10 round bursts or a 203mm smoothbore cannon fire one immense AC/20 shell.
Rotary Autocannon
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[edit] Description
Developed in the early 3060s by the Federated Commonwealth, the Rotary Autocannon is based only loosely on the Autocannon. While it has the same bore, it is capable of firing up to six times as many rounds as its standard cousin, allowing it to deal three times the damage of even an Ultra Autocannon. At the same time, each extra shot increases the amount of heat the autocannon builds and increases the chance for a jam. Like Ultra autocannons, Rotary autocannons are unable to make use of special munitions.
And rotary guns are a different beast altogether.
#11
Posted 01 March 2013 - 08:55 AM
Terror Teddy, on 01 March 2013 - 08:20 AM, said:
So become useless... I get it.
The onyl thing going for that weapon is that it is centralised damage adn you want to nullify it.
Besides, AC doesn't mean a giant machinegun. Here's an AC gun from RL:
#12
Posted 01 March 2013 - 08:58 AM
#13
Posted 01 March 2013 - 09:15 AM
I have been going through a dual U-AC/5 phase as of late they are the closest thing to this idea.
#14
Posted 01 March 2013 - 10:15 AM
Adridos, on 01 March 2013 - 08:55 AM, said:
The onyl thing going for that weapon is that it is centralised damage adn you want to nullify it.
Besides, AC doesn't mean a giant machinegun. Here's an AC gun from RL:
See my post above from SARNA about Battletech autocannons that has nothing to DO with real life - and the fact that the same size weapon can range between 30 to 200 mm calibers.
Also, the one you posted is not an autocannon. It is most commonly a 120mm smoothbore cannon which is a very different beast from an autocannon.
The size of the shell might very well be the same as an AC/20 but it could also be a 20mm 10 round burst and also be the AC/20 class weapon.
#15
Posted 01 March 2013 - 12:25 PM
Terror Teddy, on 01 March 2013 - 10:15 AM, said:
It is an auto-cannon, becuase it is fully automatic, just like the BTech ones are (unless they have a guy strapped inside to feed the gun with ammo).
#16
Posted 01 March 2013 - 02:31 PM
Adridos, on 01 March 2013 - 12:25 PM, said:
ok, quickie from Wikipedia
Quote
Quote
http://en.wikipedia....wiki/Autocannon
"An autocannon or automatic cannon is a rapid-fire projectile weapon that fires an explosive shell"
Also, about the Rheinmetall designed 120mm Abrahams main gun
Quote
It is not an auto-cannon.
Edited by Terror Teddy, 01 March 2013 - 02:32 PM.
#17
Posted 01 March 2013 - 02:45 PM
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