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weapons in range indicators?


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#1 Coolant

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Posted 13 June 2012 - 06:49 AM

Anyone seen from videos or screenshots if there are visual indicators that will show if weapons are in range or not?

#2 BulletChief

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Posted 13 June 2012 - 07:04 AM

that's probably not needed any longer since your weapons fire past their normal maximum range and therefore would even hit when your indicator says 'out of range'.
...and LRMs won't get a lock-on before being in firing range, so they don't need an extra indicator either.

#3 Coolant

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Posted 13 June 2012 - 07:30 AM

View PostBulletChief, on 13 June 2012 - 07:04 AM, said:

that's probably not needed any longer since your weapons fire past their normal maximum range and therefore would even hit when your indicator says 'out of range'.
...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 KuruptU4Fun

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Posted 13 June 2012 - 08:14 AM

View PostCoolant, on 13 June 2012 - 07:30 AM, said:

Think I remember reading that they lose their effectiveness at extreme range like lasers? Is that what you mean?


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 oohawkoo

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Posted 13 June 2012 - 08:22 AM

projectiles are affected by gravity so they arc down past a certain point ... dunno about their damage out put but you might haave to aim quite high to get a hit =X

#6 Aegis Kleais

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Posted 13 June 2012 - 08:25 AM

I really hope they have such a thing in MWO. After time, yeah, you'll be able to memorize weapon effective ranges, and even visually estimate Mech ranges, but for the time being, a clear, simple and easy to read ability to know when you're in range of the selected target is vital, IMO.

#7 Scott

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Posted 13 June 2012 - 09:02 AM

I'm actually hoping they don't have an indicator.

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 Uberwilhelm

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Posted 13 June 2012 - 09:05 AM

How about the ability to toggle it on and off? I would like to see a lot of HUD features able to be toggled.

#9 Rodney28021

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Posted 13 June 2012 - 09:05 AM

View PostScott, on 13 June 2012 - 09:02 AM, said:

I'm actually hoping they don't have an indicator.

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 Xantars

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Posted 13 June 2012 - 09:27 AM

if you know your weapons range then you know when to pull the trigger if you dont then its just live and learn the hard way trial and error. As I'll be in a Jenner 75% of the time all my weapons are 400m or less so thats easy and my other mech is a Missle boat so that 640m so im all set

#11 Leanansidhe

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Posted 13 June 2012 - 09:31 AM

I was going to say how not having a HUD indicator would be bad because ... bla bla..
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 Coolant

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Posted 13 June 2012 - 09:43 AM

hmmm, I just assumed I wasn't seeing it, didn't occur the indicators wouldn't even be there. If you have several different weapons at various ranges and having to constantly check what distance ur reticule is at would be very annoying and would keep your eyes off the battlefield. Recharge rates for the weapons are easily seen with indicators after all, and doesn't seem like there should be much of a distinction between that and distance.

#13 Roland

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Posted 13 June 2012 - 09:47 AM

They used to indicate that a target was in range of a weapon in MW4 by lighting up that weapon group's "ready" indicator on the hud... if you had different weapons on a given group, if any were in range, then the ready indicator would show that.

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 Chunkymonkey

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Posted 13 June 2012 - 10:00 AM

I hope So

#15 light487

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Posted 10 July 2012 - 03:36 PM

Yes.. I was just looking at some of the gameplay screenshots and noticed the ommission of the weapon's max range in the active weapons listing. You have the firing group, the name of the weapon, the recycle/recharge/reload bar and the amount of ammo.. but no range.

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 Bullington

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Posted 03 August 2012 - 01:05 PM

View PostScott, on 13 June 2012 - 09:02 AM, said:

I'm actually hoping they don't have an indicator.

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 Shadowfist

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Posted 03 August 2012 - 01:37 PM

View PostScott, on 13 June 2012 - 09:02 AM, said:

I'm actually hoping they don't have an indicator.

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 Sarcastro01

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Posted 03 August 2012 - 01:51 PM

If you're going to talk about skill then you should ditch the aiming reticle and range finder, access to maps and any detection equipment as well. I mean if you were REALLY good you wouldn't need those things either.

Seems odd that a multi-million credit machine doesn't come with the simplest of equipment to make delivering ordanance effective

#19 Incunabulum

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Posted 04 August 2012 - 06:48 AM

View PostAegis Kleais, on 13 June 2012 - 08:25 AM, said:

I really hope they have such a thing in MWO. After time, yeah, you'll be able to memorize weapon effective ranges, and even visually estimate Mech ranges, but for the time being, a clear, simple and easy to read ability to know when you're in range of the selected target is vital, IMO.



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.

View PostScott, on 13 June 2012 - 09:02 AM, said:

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.


Well, there's a reason we don't do that in the real world.

Edited by Incunabulum, 04 August 2012 - 06:48 AM.


#20 Willpower

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Posted 04 August 2012 - 07:13 AM

View Postoohawkoo, on 13 June 2012 - 08:22 AM, said:

... dunno about their damage out put but you might haave to aim quite high to get a hit =X


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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