Replaced by:
1) movement penalties for heat
2) mech heat damage above 80% instead of 100%
3) Cone of fire increase with heat value increase (at higher heat less accurate fire bigger cone)(old ac2 viable without ghost heat, gets less accurate)
4) Movement penality , slowdowned when firing large ballistics
http://mwomercs.com/...e-bore-weapons/
5) Cone of fire increase while moving for ballistics, bigger caliber effected more, 0 -30% speed penalty reduction --. -31% to 66%(walking) penalty reduction -, 66%+ (running) penalty+addition,
6) Cone of fire increase for firing more big weapons at the same time, multiple ppc, ac 10, ac 20, gauss, stack addition in cone penalty if fired all at once. (fixes dire whale, ac20 boom jagers)
7) Radar Hud mini map/ fuzz and distortion, with increasing heat
8) Increased lock on time based on heat.
All these are lore translated mechanics that are currently missing from the game.
Basically at zero heat you would have instant convergence and pinpoint. This would get less accurate as you mech either raises in heat/ moves faster for large weapons/ or fires large weapons at the same time. At long distances a little variation would make a big diffence, This would be less of an effect at short range, leading to more brawling and less pinpoint death across the board. People to be more accurate can either wait to cool down, or slow their mech speed. This would aslo increase time to kill and add more skill then just twitcher skill.
// you can skip this//
*** reduce server load, only 6(objects of a function) fire cone (draw lines?) calculations per mech.
Each weapon in a cone behaves as one and converges to the same point. (nova is useful at high heat?)
Cone list: (the function)
(the objects)
Left arm,
right arm,
left torso,
right torso,
center torso,
head.
(all weapons fired in same instance on one location) =
true aim location, x,y,z(server calc) + (heat modified random x,y,z)(server calc) = shot.location
All weapons on the left arm will converge to the same place. However, left arm and Right arm weapons may not converge due to randomness at high heat. Another example would be left arm and left torso not converging to the same place either due to cone randomness.
1 cone of fire per mech. 6 instanced of calculations based on located within cone of fire... unless chain or volley fire...
Edited by ManDaisy, 03 October 2014 - 10:51 AM.