weapons in range indicators?
#1
Posted 13 June 2012 - 06:49 AM
#2
Posted 13 June 2012 - 07:04 AM
...and LRMs won't get a lock-on before being in firing range, so they don't need an extra indicator either.
#3
Posted 13 June 2012 - 07:30 AM
BulletChief, on 13 June 2012 - 07:04 AM, said:
...and LRMs won't get a lock-on before being in firing range, so they don't need an extra indicator either.
Think I remember reading that they lose their effectiveness at extreme range like lasers? Is that what you mean?
#4
Posted 13 June 2012 - 08:14 AM
Coolant, on 13 June 2012 - 07:30 AM, said:
Yes, every energy weapon has a max range it's effective to. Ammunition dependant weapons have issues when they go past it the bullet misses entirely or just doesn't have enough force to do any damage. Missle systems require minimum and maximum ranges in order to gain a lock and fire.
#5
Posted 13 June 2012 - 08:22 AM
#6
Posted 13 June 2012 - 08:25 AM
#7
Posted 13 June 2012 - 09:02 AM
From what we've seen so far, the HUD shows how far away your current target is. So long as min/max/effective range is listed in the mechlab or something beforehand, it should be the pilot's responsibility to use the weapons at a good range. With experience, players will get better at this,be able to approximate distances to other targets, and find situations where it is beneficial to fire outside of this range.
I like that this gives some training or improvement for players with experience, much like it would in the BT world. A rookie might just fire weapons when he has a reticle on a target, but the experienced pilot knows when is best to shoot.
#8
Posted 13 June 2012 - 09:05 AM
#9
Posted 13 June 2012 - 09:05 AM
Scott, on 13 June 2012 - 09:02 AM, said:
From what we've seen so far, the HUD shows how far away your current target is. So long as min/max/effective range is listed in the mechlab or something beforehand, it should be the pilot's responsibility to use the weapons at a good range. With experience, players will get better at this,be able to approximate distances to other targets, and find situations where it is beneficial to fire outside of this range.
I like that this gives some training or improvement for players with experience, much like it would in the BT world. A rookie might just fire weapons when he has a reticle on a target, but the experienced pilot knows when is best to shoot.
Yeah i agree with Scott, hoping there is no In Range indicators.
#10
Posted 13 June 2012 - 09:27 AM
#11
Posted 13 June 2012 - 09:31 AM
But actualy thinking about it it would be kind of nice, and actualy make peaple pay more atention and feel more in the role.
#12
Posted 13 June 2012 - 09:43 AM
#13
Posted 13 June 2012 - 09:47 AM
Seems like they could do the same here, although generally I tended to just look at the range of the target and know whether or not any given weapon could hit that far.
#14
Posted 13 June 2012 - 10:00 AM
#15
Posted 10 July 2012 - 03:36 PM
Yes, you can use the "over enemy" indicator to tell.. but when you are skulking around behind cover and a scout highlights an emeny in the distance.. you need to know the distance your weapons will 'effectively' fire at.. at a glance.. not by looking up some chart or trying to memorise every weapon you have etc.
#16
Posted 03 August 2012 - 01:05 PM
Scott, on 13 June 2012 - 09:02 AM, said:
From what we've seen so far, the HUD shows how far away your current target is. So long as min/max/effective range is listed in the mechlab or something beforehand, it should be the pilot's responsibility to use the weapons at a good range. With experience, players will get better at this,be able to approximate distances to other targets, and find situations where it is beneficial to fire outside of this range.
I like that this gives some training or improvement for players with experience, much like it would in the BT world. A rookie might just fire weapons when he has a reticle on a target, but the experienced pilot knows when is best to shoot.
Are you kidding. Why not just smash the whole HUD. Do you put duct tape over your speedometer in the car?
#17
Posted 03 August 2012 - 01:37 PM
Scott, on 13 June 2012 - 09:02 AM, said:
From what we've seen so far, the HUD shows how far away your current target is. So long as min/max/effective range is listed in the mechlab or something beforehand, it should be the pilot's responsibility to use the weapons at a good range. With experience, players will get better at this,be able to approximate distances to other targets, and find situations where it is beneficial to fire outside of this range.
I like that this gives some training or improvement for players with experience, much like it would in the BT world. A rookie might just fire weapons when he has a reticle on a target, but the experienced pilot knows when is best to shoot.
Agree with this. Put the skill on the pilot, not the HUD.
#18
Posted 03 August 2012 - 01:51 PM
Seems odd that a multi-million credit machine doesn't come with the simplest of equipment to make delivering ordanance effective
#19
Posted 04 August 2012 - 06:48 AM
Aegis Kleais, on 13 June 2012 - 08:25 AM, said:
At the very least they should have a triggered range-finder. Be nice if the enemy could detect it too, then you had better be ready to shoot right away.
Scott, on 13 June 2012 - 09:02 AM, said:
Well, there's a reason we don't do that in the real world.
Edited by Incunabulum, 04 August 2012 - 06:48 AM.
#20
Posted 04 August 2012 - 07:13 AM
oohawkoo, on 13 June 2012 - 08:22 AM, said:
Ridiculous.
An M1A2 Abrams tank requires nothing of the sort for firing weapons at much longer ranges than what we are discussing here. You target where you want the round to hit, and the electronic targeting system elevates the barrel to the exact degree required to hit the target.
Why would this not be true for some ballistic weapon a thousand years in the future?
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