Ordellus, on 08 April 2014 - 08:33 PM, said:
First, I would like to apologize for my hasty post. You made some strong points against it, and I realize now that I should have thought more before posting it.
101011, on 05 April 2014 - 02:57 PM, said:
Yes to the burst-fire idea, no to the missiles. The thing is, there is a physical explanation for why lasers/ballistics have increased extreme range. Laser slowly lose focus over distance, ballistics lose momentum. Missiles, however, do not rely on their momentum to deal damage, but a fixed payload. The only way, at least for me, to make the 2x work would be to have a x% chance that a missile loses track and explodes where x is a variable constantly adjusted for based off of a few criteria:
- Whether shooter still has lock on
- Distance
- If no lock on, then time since lock was lost
These would combine so that a number of missiles hit causing damage approximately equivalent to a laser fired at the same degree of extreme range, as opposed to simply making missiles do less damage which makes no sense.
In my original argument, I was explaining my beliefs as to why autocannons should do damage past maximum range whereas a missile will not, and not, as you understand, actual ranges of weaponry. I did not, however, claim that they should be able to shoot farther,as I then go on to suggest a way for 2x range to work. Neither did I argue that shells should travel forever.
Your point on the cannon firing in an arced trajectory instead of horizontal, while valid, misses my point. At 810 meters, an AC/20 shell does no damage. A shell of comparable size and velocity would still make some kind of impact at that point. Really, if we were to model these guns as in real life, autocannons would have a much longer range. This, of course, is one of the reasons why we don't.
Let's assume that pilots are able to compensate for bullet drop and aren't firing completely horizontal, shall we? The drop in game is very minor, and I personally only notice it when I am firing at a target upwards of 500 meters away. But, as you yourself pointed out, bullet drop has no bearing on shell damage and therefore has nothing to do with the original post.
Shell damage is linked with range, but through velocity. We both know that as soon as a shell leaves the barrel, it is acted upon by air resistance, slowing it down. The further the shell travels, the slower it is moving, and the less impact it will have upon the target. This explains the current in game x3 extended range mechanic.
Edited by 101011, 09 April 2014 - 01:23 PM.