Oh this is so true. My biggest griefs with regard to mechwarrior titles have been projectile'ish PPCs and single shot autocannons. Just look at http://www.sarna.net/wiki/Autocannon
It would be so much more awesome to have rapid firing big guns, roaring and thundering away at your enemy.
Been working them out, matching up shot counts with sizes, etc. So for my own personal use I have a 'rough' damage to shot count to size ratio.
I'm only listing some the bore-ranges I've worked out.
Spoiler
Note that each tabletop use is considered a Rating (which is this much damage in 10 seconds. Solaris rules spits on this and it's not made by the same people, so . Alternatively for burst-fire types, a cassette or magazine).
30mm, 0.2 damage. Examples: AC/2: Whirlwind/L at 10 shots [BJ-1; Threads of Ambition,Blinding Force], AC/10: Pontiac 50 at 50 shots, AC/20: Pontiac 100 at 100 shots [Victor; Heir to the Dragon].
(The Pontiacs 50 and 100 are magazine fed and are exceptions apparently to the typical AC bore-size ranges).
40mm, 0.25 damage. Examples: AC/2 at 8 shots. Thor RAC-2 (firing up to 48 shots in 10 seconds) [Warrior Variant H9helicopter TRO 3058]
AC/5 at 20 shots, Pontiac Light [Striker Mech; Illusions of Victory], GM Nova 5 Ultra UAC/5 (has 'standard' and 'ultra' firing modes, 'ultra' fires twice as fast at risk of jamming) [Cataphract; Illusions of Victory]. Not used as AC/10 or up.
To mention it the 40mm described in these books is akin to this kind of ammunition. For some ACs the ammo is straight with a feeding belt; these are slower fire due to 'per shot' feeding but never leave you waiting for long. For others, the ammunition is fed through magazines, allowing rapid firing of individual rounds (typically with firing mechanisms designed to fire 'all' the shots), but it leaves the user unable to use the weapon during the reloading process.
(I don't have this one figured out exactly, but 60mm fits here, and as it happens I came up with entries. Snake Killer Light AC/5 from Battlecorps says 16 rounds before pausing, and "Whirlwind" AC/5 Price of Glory says two spurts of 7 before changing magazines. So 14 to 16. Given that ratings are loose and authors don't agree with each other, we can round this to be 0.33 repeating [5 damage / 15 = 1/3rd]. I need more samples before I'm willing to put my foot down for it however.)
80mm, 0.5 damage. Examples: AC/2, 4 shot (largest mentioned range for AC/2). AC/5 10 shot Armstrong J11 (Shadowhawk; Thunder Ridge.) AC/5 Imperator A 10 shot (Rifleman; Price of Glory.) Imperator Ultra AC/5 (Vulcanand Daikyu, Storms of Fate). Mydron Excel UAC and Mydron Excel LBX (Enforcer, Dragon Fire, Patriots and Tyrants, Cataphract in Illusions of Victory), Imperator Code Red LBX (Emperor in Illusions of Victory), many, many more! No AC/20 of this size.
120mm is the next 'perfect' example. It is at 1.67 damage per round. GM Whirlwind/5 3 shot AC/5 (Marauder, Wolves on the Border and Thunder Ridge.) AC/10 as a 6 shot. Deathgiver 12 shot auto fire AC/20 (King Crab, Storms of Fate). Defiance Thunder Ultra (Blitzkrieg, Patriots and Tyrants.) Those ultras of course had to spam out 24 to be '40 damage'.
I should mention the 120mm frequently described in each case sounds a lot like this.
And this was interesting.
"If they fire so much, why do they concentrate all their damage in one spot on TT?" Would you really want to keep track of different gun sizes and 'count' the damage and hit locations of up to 100 shots? How about for the MG; you don't seriously think an MG fires once every 10 seconds do you?
"Why is their range so terrible?" It wasn't. Those ranges were maximum yet optimum ranges for hitting a moving target with 'all the shots' with conditions such as high recoil or otherwise obscenely high shot count. In TT if it didn't all hit in one spot, it didn't mean anything. Unless you have Tactical Ops then you can split the fire between two targets.
"What's the largest Inner Sphere AC/20 mounted on a ground vehicle?"
185mm. Belongs to a tank and is called the Chemjet Gun. 4 round burst.
"What's the biggest one mounted on a mech?"
The biggest Inner Sphere autocannon type 20 on a mech at stock is mounted on the Hunchback and is a five round burst.
"What about the one on the Atlas?"
15 shot 100mm AC/20. Auto-fire (no magazine swapping).
But so far it's just 'rounding things out'.
In the mean time this video is ancient. The 185mm Chemjet gun is actually 4 shots not 3. This was before I read oh so many books (so what little I did read didn't have much perspective to feed it). But burst fire ACs, here ya go. o.O;
Demonstrations forced to fit within the '4' second timeline of MWO's AC/20s, but actual books are fired within 5 to 10 seconds.
(For random mention: LB-2s are frequently 20mm. AC/2's minimum is 30mm. MGs also fire significantly shorter 'rifled' bullets instead of saboted rounds, but calibers vary between 12.5mm, 20mm, and then there's 25mm for Heavy MGs.)
It's called your mouse, can't really make weapons any more accurate unless they add in a cone of fire mechanic.
The only thing they could do with them is have it put a box around the target area you want on a mech.
Not entirely true - they could do a boresight target vector indicator to show how much you have to lead a target. Not saying that would be a good idea, just saying there are ways to improve your accuracy with a module/piece of equipment.
With the 3 `Mech modules we'll have one that - if an enemy has targeted you and you move out of sight, that target will be instantly lost, so there's no decay anymore.
Is this going to negate the existing Target Decay Module's added time, or just the basic Target Decay time. Is this basically going to be the first module that just trumps another module?
Is there a reason the modules and warhorn functions required time on a vlog instead of just explaining what they are on the screen to buy clan packages? Also why wait this long to say what they do instead of saying it right away for more sales?
Although if they REALLY wanted more sales they would redo the whole abomination that is MC to USD conversion rate.
Nikolai Lubkiewicz, on 28 May 2014 - 01:19 PM, said:
These modules are visually different from the non-Clan Pack version which is available for C-Bills to all players.
Yes, you can take a Clan Pack Module that you got with your Clan Pack and put it on your InnerSphere 'Mechs. It will keep its unique visual effect.
You can also buy the exact same module as the Clan Pack Module but it will not have the same visual effect and put those on your InnerSphere and/or Clan 'Mechs as well. There is no P2W scenario here and we wanted to make sure we clarified this as soon as possible.
I'm all for the no P2W. However, what exactly does "unique visual effect" mean? None of the current modules have visual effects, so we really don't have a point of reference.
So, if you have the non-clan package walk faster while legged module, you just walk faster while legged. But if you have the clan packaged walk faster while legged module, what? A 15 meter tall grampa's walker is deployed from the 'Mech's arms, complete with large tennis balls on the feet to help it with traction?
Unique visual effect probably means that it will look different that C-bill versions in UI 2.0 on the modules screen. So basically you you get 30 million or so in free modules and have a different look in the GUI.
I like these videos I just wish they had more of them. That way they seem to be giving us more info ahead of time or updates to issues like the 4 by 3 or 3 by 4 whatever.
I think some people were expecting something along the lines of a target "lead" calculator - something that shows how much you need to lead your moving target to hit them (similar to how targeting works in War Thunder).
lol leading in this is easy, tho I guss if it was a module and peaple wanted to waist a spot that would be ok.
I think a target would actuly make my shooting worse atlests when it comes to what part of the meck i hit.
Sees dropship, clanner cockpit, and TrackIR being tinkered with on VLOG - Proceeds to drag kids into room to explain significance; demanding they pick a faction now, and learn to read and write on the inner-sphere battlefield.
Hears about another AC nerf - kicks dog.
Hears about burst fire ACs - gives dog a treat.
Dog sees I'm on the MWO Forum - Applies for an out of country Visa
Haha gold - my reaction exactly.. ..minus the dog and kids..
As a new player I also appreciate the effort put into making the video available to us and the answers to some questions straight from the source is also nice to see.
Of course because I have been playing for only a month I do not know how the matchmaker was originally proposed and how it has progressed through development but what I can say for certain is that the 3 matches I played when 4x3 was active were fun and likely the most competitive I have been involved in. Small sample size for sure but I'm willing to give it an honest try.
Regardless videos like this are great way to communicate with the players. Thanks again
Makes no sense for them to increase the duration for energy weapons...all that tells me is that every single weapon in this game is poorly done. Shorten the laser and I will have one less thing to complain about.
Wow... warhorns... why did it take you 6 months to tell us what they were. For crying out loud it's a glorified Heavy Metal cockpit speaker, and music player add-on not rocket science...
Thx for the clarification. So all of these new moduls will bee there for C Bills when the Clan mechs will bee delivered. Just without the special effect. Thx. I think modul Nr 5 will make it in nearly all mechs...and will reduce the power of all LRM.
Nikolai Lubkiewicz, on 28 May 2014 - 01:19 PM, said:
You can also buy the exact same module as the Clan Pack Module but it will not have the same visual effect and put those on your InnerSphere and/or Clan 'Mechs as well. There is no P2W scenario here and we wanted to make sure we clarified this as soon as possible. Sorry for any confusion this may have caused.
Oh, well then. It's totally on.
Now just to figure out which module to replace on the Fastback ...
#1 That cockpit (Timber Wolf's?) looks pretty sexy
#2 AC range nerf? I'm okay with this, though I don't think that'll solve all their problems, as I basicly grabbed autocannons for the massive damage they can dish out because they don't have to worry about heat ever (unless I'm using AC/2s), since you can just kill the enemy faster than they kill you since they keep overheating.
#3 I still like that dropship. Nice to see the in-game model though.
#4 The head movement at the end has me really hyped because anything that helps immersion gets MAJOR brownie points from me. I hope this leads up to something like the Oculus Rift working with MWO. I do wonder how aiming will work at that point though.
Everything else I pretty much knew about because of hanging out on the forums, but it's still nice to see it all in one simple video for everyone to see.
Looks like people don't seem to realise that the new AMS module isn't a range enhancer its a ROF enhancer, so an atlas 7K might not be totally worthless now (with both modules).
Here's hoping they go back to the pre-nerfed projectile speeds for the ac-10 and 20 now that they are reducing falloff. Would like to actually make these weapons (especially the ac-10) a bit more accurate if they are suppose to be brawling weapons.