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Introduce Arching For Ballistics


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#1 Rhent

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Posted 23 June 2013 - 02:40 PM

With the new heat change that is taking place (it ain't gonna work, everyone will now mix and match Gauss + PPC to get around it), ballistics need to have weapon arch introduced to them. Lets say once a Ballistic weapon goes 50% beyond its long range the rounds start to curve.

so lets say we have an AC/10, its long range is 450, that would mean at 675M it fires straight, after that it starts to curve downward just like real bullets to. Now people firing AC's have to bracket their shots.

Getting really tired of long range PPC's warrior, and the heat change will move everyone back to Closed Beta running dual AC/20's and dual Gauss to get around the limitation. No thanks.

#2 jakucha

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Posted 23 June 2013 - 02:44 PM

Dual AC/20s and dual Gauss have enough downsides already I think, and dual AC/20s may be hit by heat penalties for stacking later on anyway.

#3 No Guts No Glory

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Posted 23 June 2013 - 02:49 PM

Pretty sure they already have an arc at longer ranges.

#4 senaiboy

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Posted 23 June 2013 - 03:00 PM

View PostNo Guts No Glory, on 23 June 2013 - 02:49 PM, said:

Pretty sure they already have an arc at longer ranges.

From my personal experience I don't think they do - at least not Gauss or AC2. Not within visible distance anyway (eg you will still hit the center of your crosshair at 1200m).

Ballistic arching is a good suggestion though, at the very least it will split the PPC and Gauss at long range.

Edited by senaiboy, 23 June 2013 - 03:01 PM.


#5 shabowie

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Posted 23 June 2013 - 03:04 PM

AC 20 rounds definetely drop as they fly. Other rounds should as well if they don't. Gauss and AC2 obviously have the fastest muzzle velocities so it may be more difficult to perceive it, or might not be implemented.

#6 Unbound Inferno

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Posted 23 June 2013 - 03:08 PM

Ballistics don't arch as of yet. Would be an interesting addition - but it would require more work on the convergence system first I think, as the arch would need to land where the convergence is intended. We've already got enough issues with pinpoint convergence and I don't think adding an arch in the current system that's that accurate anyway would do what you intend. We'll still have pinpoint accuracy wherever the crosshairs hit, just the ballistics would appear to arch on the way.

#7 keith

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Posted 23 June 2013 - 03:11 PM

they do. fire a guass at 1300. it does not go where u pointed it. max on guass is 1980. even at double range it sinks some, then trying to hit a moving target it does get hard. well atleast fast ones. i'm talking about i wanna hit that cored CT just general hit mech.

#8 Victor Morson

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Posted 23 June 2013 - 03:40 PM

View Postsenaiboy, on 23 June 2013 - 03:00 PM, said:

From my personal experience I don't think they do - at least not Gauss or AC2. Not within visible distance anyway (eg you will still hit the center of your crosshair at 1200m).


Due to their range and velocity, the arc is almost invisible with these weapons. If you fire an AC/20 you will clearly see it, however, so it's definitely in.

#9 Nauht

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Posted 23 June 2013 - 03:53 PM

There is ballistic drop for every weapon except PPCs and GRs. Which makes sense cos one is particles and the other isnt fired like a normal shell. AC5 are noticeable at about 1k distance. AC10 and above are really noticeable below that.

If it dropped anymore for the distance we're shooting at you've got to wonder if it'd have enough kinetic energy to penetrate thick mech armour. Relatively we're fighting at extreme close range.

They're f'n shells fired from cannons not balls from a tennis ball launcher.

#10 Levi Porphyrogenitus

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Posted 23 June 2013 - 08:08 PM

You mean ballistic drop from gravity?

Already in-game. Fire an AC20 at a very distant target and watch it hit the dirt.

It's less noticeable for AC2s and Gauss as they have crazy high projectile speeds so apparent drop is lower (though real drop is identical). PPCs are exempt IIRC since they're bolts of energy.

#11 ExtremeA79

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Posted 23 June 2013 - 09:17 PM

View PostRhent, on 23 June 2013 - 02:40 PM, said:

With the new heat change that is taking place (it ain't gonna work, everyone will now mix and match Gauss + PPC to get around it), ballistics need to have weapon arch introduced to them. Lets say once a Ballistic weapon goes 50% beyond its long range the rounds start to curve.

so lets say we have an AC/10, its long range is 450, that would mean at 675M it fires straight, after that it starts to curve downward just like real bullets to. Now people firing AC's have to bracket their shots.

Getting really tired of long range PPC's warrior, and the heat change will move everyone back to Closed Beta running dual AC/20's and dual Gauss to get around the limitation. No thanks.


I think its called bullet drop.

#12 Yanlowen Cage

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Posted 24 June 2013 - 06:35 AM

Using the overly long range theory here. Couldn't I fire lrms at a high angle and hit targets behind hills like rocket arty then? Nothing says your lrms have to explode a 1000 meters. Sad that missiles have a hard max range and ballistics can fire beyond thiers and still damage. Wait swarm missiles. I like it. Why do lrms explode at 1000 meters? Are they not impact warheads? Everything I have seen in game leads me to believe so. So I see no point as to why missiles are handicapped like this other then the old stand by. "Just because, now eat your veggies."

#13 Jonny Taco

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Posted 24 June 2013 - 06:41 AM

View PostNo Guts No Glory, on 23 June 2013 - 02:49 PM, said:

Pretty sure they already have an arc at longer ranges.


Yeah, an ac5 drops like 2 feet at 1000m.... Why even put bullet drop in if it's going to be that unnoticable...

#14 MaddMaxx

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Posted 24 June 2013 - 06:49 AM

View Postkeith, on 23 June 2013 - 03:11 PM, said:

they do. fire a guass at 1300. it does not go where u pointed it. max on guass is 1980. even at double range it sinks some, then trying to hit a moving target it does get hard. well atleast fast ones. i'm talking about i wanna hit that cored CT just general hit mech.


Yup, the AC class has a Gravity entry in the base description. How that works based on the numbers is unknown, but gravity effects are well known. :)

The entry seems to indicate it is a trait of the ammo.

Quote

gravity="0,0,-9.8"


#15 Lucky 7

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Posted 24 June 2013 - 06:57 AM

The bullet drop should be influenced by the gravity on the map.
That would be really nice and realistic.

#16 Jonny Taco

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Posted 24 June 2013 - 06:59 AM

View PostLucky 7, on 24 June 2013 - 06:57 AM, said:

The bullet drop should be influenced by the gravity on the map.
That would be really nice and realistic.


And we have a winner!

No, but seriously dude, that's one of the best suggestions I've seen in a while.

Edited by lartfor, 24 June 2013 - 07:06 AM.


#17 keith

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Posted 24 June 2013 - 03:04 PM

View PostLucky 7, on 24 June 2013 - 06:57 AM, said:

The bullet drop should be influenced by the gravity on the map.
That would be really nice and realistic.


pretty sure that was asked for JJs. the answer was it was hard to do, and it was going to be looked at later:P

#18 Purlana

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Posted 24 June 2013 - 03:20 PM

Bullet drop won't help you against AC/20s, I don't bother firing mine past 400 unless I feel like wasting ammo. :ph34r:

#19 ObsidianSpectre

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Posted 24 June 2013 - 03:50 PM

View PostLucky 7, on 24 June 2013 - 06:57 AM, said:

The bullet drop should be influenced by the gravity on the map.
That would be really nice and realistic.


It'd be cool for realism, but it'd probably be an infuriating mechanic to have in game. It'd make it nearly impossible to develop a sense for how far bullets are going to drop at a given range, because it'd change on every map.

#20 Nauht

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Posted 24 June 2013 - 03:57 PM

View PostLucky 7, on 24 June 2013 - 06:57 AM, said:

The bullet drop should be influenced by the gravity on the map.
That would be really nice and realistic.

It should.. And so should speed and torso movement... but moot point currently as all the maps are about 1.0 grav anyway... Or 0.1 lighter/heavier.





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