Dimento Graven, on 14 August 2013 - 04:24 PM, said:
In that rule set, the longest ranged IS weapon fires 36 hexes, or 1080 meters and that was the LB 2-X AC. Certainly NOT the 3xLong Range formula we see with ballistics in MWO now, or would have been 81 hexes on TT...
If MT rules were in place the farthest the ERPPC/gauss snipers could hope to hit you from was 840 meters.
So yeah, range is STILL skewed in MWO.
Extreme range:
Tactical Operations said:
- Extreme Range starts 1 hex beyond long range and extends to a range equal to the weapon’s maximum medium range times 2. For example, extreme range for a medium laser extends from 10 to 12 hexes; the medium laser’s long range is 9 (9 + 1 = 10), and its maximum medium range is 6 (6 x 2 = 12). For Variable Range weapons, multiply the Long Range by 1.5 (round down). If a weapon does not have a Long Range, it cannot have an Extreme Range.
- Apply a +6 to-hit modifier to any weapon attacks against targets at extreme range.
- For any weapon that rolls on the Cluster Hits Table, apply a –2 modifier to the die roll result when rolling on the Cluster Hits Table (this is in addition to any other modifiers that may affect this die roll result). These modifiers never reduce a roll on the table below 2.
- Divide the Damage Value of any Pulse Weapon by 2, rounding down.
- Subtract 1 point of damage from any Direct-Fire Energy weapon or any weapon with the word “Gauss” in its name (except HAGs).
- Multiply the Damage Value of any Direct-Fire Ballistic (but not Gauss) weapons by .75 (rounding down).
- For Variable Damage weapons, use the long range Damage Value when determining the Extreme Range Damage Value.
Page 85, Tactical Operations : http://www.battlecor...roducts_id=2123
... funny. Seems pretty well saddled with downsides to me ... and this isn't all of them.
Edited by Pht, 14 August 2013 - 04:42 PM.