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Special Ammo


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#1 smegish

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Posted 05 November 2011 - 11:05 PM

Just wondering whether anyone else had any interest in some of the more unusual ammo types being available? Now I know a lot of it isn't available until much later, and alot of that would be a PITA to code, having Inferno SRM's would be nice. Give some of the lighter mechs (commando for example) a chance to drag down a larger opponent by overheating him a bit first.

Of course, coding a way for you to have different types of ammo for the same gun, and giving you the ability to switch between them quickly could also be a pain, still this place is for suggestions so I am throwing it out there.

#2 VYCanis

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Posted 05 November 2011 - 11:48 PM

oh man,

flares
smoke
thunder
swarm
precision
armor piercing
high explosive
tandem charge
inferno
fascam
homing
high velocity
caseless
standard HEAP vs Cluster
Incendiary
Follow the leader
Anti Radiation
magnetic pulse
Heat seeking

i want it all

#3 Woodstock

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Posted 06 November 2011 - 12:25 AM

View Postsmegish, on 05 November 2011 - 11:05 PM, said:

Just wondering whether anyone else had any interest in some of the more unusual ammo types being available? Now I know a lot of it isn't available until much later, and alot of that would be a PITA to code, having Inferno SRM's would be nice. Give some of the lighter mechs (commando for example) a chance to drag down a larger opponent by overheating him a bit first.

Of course, coding a way for you to have different types of ammo for the same gun, and giving you the ability to switch between them quickly could also be a pain, still this place is for suggestions so I am throwing it out there.



Well heat is meant to be well represented in the game so I would expect there to be 'heat on enemey' generating weapons, E.g. Flamers and Inferno SRM's

#4 Sirisian

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Posted 06 November 2011 - 12:48 AM

View Postwoodstock, on 06 November 2011 - 12:25 AM, said:

Well heat is meant to be well represented in the game so I would expect there to be 'heat on enemey' generating weapons, E.g. Flamers and Inferno SRM's

I like that idea of seeing heat seeking missiles and knowing to stop firing to let the heat drop to zero and just step out of the way.

#5 Woodstock

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Posted 06 November 2011 - 12:55 AM

View PostSirisian, on 06 November 2011 - 12:48 AM, said:

I like that idea of seeing heat seeking missiles and knowing to stop firing to let the heat drop to zero and just step out of the way.


But that wouldn't work ... you have a fusion reactor built into your mech!

#6 Razor Kotovsky

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Posted 06 November 2011 - 01:06 AM

View Postwoodstock, on 06 November 2011 - 12:55 AM, said:

But that wouldn't work ... you have a fusion reactor built into your mech!
Exactly.

Quote

In a fusion reactor there is no possibility of runaway heat build-up or large-scale release of radioactivity, little or no atmospheric pollution, the power source comprises light elements in small quantities, the waste products are short-lived in terms of radioactivity.


#7 VYCanis

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Posted 06 November 2011 - 01:09 AM

actually if anything, letting your heat drop to zero is exactly the sort of thing that heat seeking missiles love

think about it. When that heat level is dropping, where is the heat going?

heatsinks don't magically make you cold, they just vent heat outside. i.e. put your hand behind a fridge and tell me how it feels.


if you want to avoid heatseekers, you can't just be at low heat, you have to have been at low heat. Low heat plus having heatsinks mostly off and trying not to accumulate enough temperature to radiate to the exterior on its own.

Edited by VYCanis, 06 November 2011 - 01:11 AM.


#8 Sirisian

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Posted 06 November 2011 - 01:21 AM

... it's a game with mechs. Realism over gameplay usually doesn't fit into the science fiction genre. If you want to explain it away someway else that's fine. Like "advanced cooling technology dissipates heat, not heat sinks".

Edited by Sirisian, 06 November 2011 - 01:22 AM.


#9 Razor Kotovsky

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Posted 06 November 2011 - 01:46 AM

Battletech is loved for it's relative realism. Every aspect there is somehow explained through modern physic theories.

Unlike star wars, for example.

#10 Tyrant

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Posted 06 November 2011 - 07:13 AM

Gold Ammo..

More appropriately gold crystals for my ERLL on my gold plated NOVA CAT.

Edited by tyrant, 06 November 2011 - 07:14 AM.


#11 gregsolidus

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Posted 07 November 2011 - 03:54 PM

Alternate firing modes would be nice,the LBX better work properly this time.

#12 theginganinja

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Posted 07 November 2011 - 05:28 PM

Pretty much everything we have is going to be HEAP, so anything like that is redundant... What would be nice to have, though, would be:
1.Infernos
2.Thunder LRMs (Minefields- they'd be pretty handy in urban maps)
3.Semi-Guided LRMs (Instead of having to lock on to a target, they home in on a TAG-marked target, and can do so from behind cover - this would give scouting 'Mechs more of a role, as they could call in indirect fire from missile boats like the Catapult and Longbow)
4. Although they are obsolete even by the relatively early time in the timeline that this game will be takng place, I suppose heat-seekers could be included. Their ability to track should climb as the heat of the target goes up - so, for example, an overheated or ignited (from a Flamer or Inferno) target would be homed in on as if your missiles were Streaks. Less warm targets, meanwhile, would be homed in on in a manner more like how I'd like standard SRMs to track - something like the Needler from Halo 3, where there's just a fairly limited cone of correction

#13 Colaessus

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Posted 07 November 2011 - 05:34 PM

My mech boot up your mechs muffler.

That is the only special ammo we need.

#14 VYCanis

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Posted 07 November 2011 - 06:24 PM

HEAP may be the most balanced, but i'd love to see the gamut of alternate ac ammos

Like using caseless rounds to pad out an AC's ammo supply at the risk of a potential jam, probably could be reinterpreted as the gun being more sensitive to overheating from sustained fire.

Using AP ammo to do some real damage early on in a fight, at the cost of much more limited ammo, and probably harder recoil.

Using precision ammo to get the rounds to curve towards targets, also at an ammo penalty.

Using incendiary to slightly bump up a target's heat at the expense of damage, and easily start fires

Edited by VYCanis, 07 November 2011 - 06:24 PM.


#15 gregsolidus

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Posted 07 November 2011 - 06:26 PM

A completely reasonable suggestion.





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