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New Is Weapons Will Obsolete Quirks

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#21 Nothing Whatsoever

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Posted 17 October 2014 - 11:12 PM

View PostAlek Ituin, on 17 October 2014 - 11:04 PM, said:


I like the only kinetic damage under 120m idea. HOWEVER - If you fire a shell in to the ground at 119m or below, it should prime shortly after, and then act as an indiscriminate land mine that does 15 damage to legs. Or, entire Mechs for the smaller ones.

Cause... Errr.... Screw it, I just want to make mine fields. ;D


That would be awesome.



It might be annoying, like seeing that on Crimson Strait's Tunnel, but that'll be awesome nonetheless.



Edit: My thought was Timed Mines, where you fire and if the shot bounces it explodes a set time after; but both ways work for me.

Edited by Praetor Knight, 17 October 2014 - 11:17 PM.


#22 Thunder Child

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Posted 17 October 2014 - 11:49 PM

What you want then is Thunder-LRMs. It's a special Ammo-Type for conventional launchers, but instead of exploding on impact, they scatter mines around the target location. Imagine the QQ from Lights.

I believe there is also a Thunder Variant for the Arrow IV.

Speaking of Arrow IV, if we get that and The Tom, then my Cat Challenges a Jager to a DUEL.

#23 Alek Ituin

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Posted 17 October 2014 - 11:54 PM

View PostThunder Child, on 17 October 2014 - 11:49 PM, said:

What you want then is Thunder-LRMs. It's a special Ammo-Type for conventional launchers, but instead of exploding on impact, they scatter mines around the target location. Imagine the QQ from Lights.

I believe there is also a Thunder Variant for the Arrow IV.

Speaking of Arrow IV, if we get that and The Tom, then my Cat Challenges a Jager to a DUEL.


YISSSSSSSS

Do want, pls pls pls.

#24 Johnny Z

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Posted 18 October 2014 - 01:00 AM

View PostManDaisy, on 17 October 2014 - 10:25 PM, said:

Hopefully 3 shot burst rather then 5 like clan to maintain the IS advantage for greater weight and less range.


I think you forgot to mention that not only do clan weapons weigh less and have a longer range they also do more damage and take up less slots.

#25 Eddrick

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Posted 18 October 2014 - 01:01 AM

View PostPraetor Knight, on 17 October 2014 - 10:27 PM, said:


Only thing I wonder is how to handle the 15 crit slots.

Most we get is 12 in a section, so we would need to split the last three.

From this weapon list.


Critical Slot splitting lets you equip weapons over 12 on a Mech. You are just limited to the overflow having to be in the adjasent Arm/Side Torso. The devs havn't allowed that rule out of a problem balancing "Edge cases".

The Helepolis Battlemech comes stock with a Sniper Artillery Piece. Which, takes up more then 12 critical slots. It uses 20 critical slots. The weapon takes up all of the Right Arm and most of the Right Torso.

When refering to Artillery weapons. It is necessary to specify if it is an Artillery Piece or an Artillery Cannon. There is a BIG differance.

Edited by Eddrick, 18 October 2014 - 01:07 AM.


#26 Cygone

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Posted 18 October 2014 - 01:29 AM

OMG PGI could just change a quirk here or there so that some of the "old" chassis can you use new "tech"

#27 SweetJackal

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Posted 18 October 2014 - 02:41 AM

View PostAlek Ituin, on 17 October 2014 - 10:47 PM, said:


I like it.

Although... how exactly does one have a 120m minimum range on a ballistic shell... That would be maybe a millisecond or two on a safety fuse. Maybe. (Assuming these are high velocity howitzers) And you can always smack them with your 15 ton cannon (huehuehue) when you inevitably run out of shells!


NEW META: Long Tom brawling!

It has that minimum range as it isn't a direct fire weapon. Long Toms are mounted and fired on an upward arc but unlike LRMs they cannot guide themselves or alter the distance traveled. Since the amount of powder in the shell is the same the shot will be using the same amount of propellant no matter the range and will have the same amount of airtime.

Long Toms count as indirect fire for rolls and function yet require LoS to the target to fire.

Here is an example of a mech with a mounted artillery cannon:
Posted Image

Edited by SuckyJack, 18 October 2014 - 02:43 AM.


#28 Eddrick

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Posted 18 October 2014 - 03:16 AM

View PostSuckyJack, on 18 October 2014 - 02:41 AM, said:

It has that minimum range as it isn't a direct fire weapon. Long Toms are mounted and fired on an upward arc but unlike LRMs they cannot guide themselves or alter the distance traveled. Since the amount of powder in the shell is the same the shot will be using the same amount of propellant no matter the range and will have the same amount of airtime.


Even if you did mount an Artillery Weapon to fire directly. You wouldn't want to fire at anything anywhere near you. Because, of the 90m splash damage radius. You would also damage yourself firing at something that close to you.

#29 Ragnar Darkmane

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Posted 18 October 2014 - 03:18 AM

View PostJohnny Z, on 18 October 2014 - 01:00 AM, said:

I think you forgot to mention that not only do clan weapons weigh less and have a longer range they also do more damage and take up less slots.

This.

#30 Alek Ituin

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Posted 18 October 2014 - 04:05 AM

View PostSuckyJack, on 18 October 2014 - 02:41 AM, said:

It has that minimum range as it isn't a direct fire weapon. Long Toms are mounted and fired on an upward arc but unlike LRMs they cannot guide themselves or alter the distance traveled. Since the amount of powder in the shell is the same the shot will be using the same amount of propellant no matter the range and will have the same amount of airtime.

Long Toms count as indirect fire for rolls and function yet require LoS to the target to fire.

Here is an example of a mech with a mounted artillery cannon:

-snip-


I know how howitzers and their shells work. >_>

Anywho, safety fuze min-range notwithstanding, I now know that the Long Tom has a 90m splash radius. 90. F**king. Meters. Even firing at minimum safe range, you still only have 30m between you and a 20 damage burst of hellfire.

Still maintaining that the Long Tom should have indirect fire abilities, allowing the pilot to select a map square to bombard. No indirect targeted attacks, just saturation bombing.

#31 Eddrick

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Posted 18 October 2014 - 06:14 AM

Here's something that makes about as much sense as the PPC having a minimum range and not the ERPPC.

Artillery Cannons have a minimum range and Artillery Pieces don't.

Also, the Mech in that picture is the Helepolis. It has a Sniper Artillery PIECE. Not an Artillery Cannon. There is a very big differance. An Artillery Cannon is a sawed off version of an Artillery Piece. A lot smaller with a lot less range.

Edited by Eddrick, 18 October 2014 - 06:16 AM.


#32 Novakaine

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Posted 18 October 2014 - 06:18 AM

Quirks, non quirks what does it matter it will still make a hole in ya.
On to something more serious.





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