PPCs and LRMs: How to make it difficult to aim at short range?
#1
Posted 26 November 2011 - 06:57 PM
In previous games, PPCs were just different colored lasers and LRMs traveled in a straight line to the target (MW4 they arced up at long range but traveled in a straight line at short range). Both were great at all ranges and the only downside of firing at close range was some splash damage.
Perhaps LRMs could always have a forced upward arc (so even if you have a missile lock, the missiles won't be able to curve down in time to hit a short range target)? No ability to lock on inside the minimum range? Loss of missile lock if the target slips inside minimum range before the missiles are fired?
As for PPCs, perhaps spawn the PPC bolt at a certain range? Maybe have the PPC bolt arc wildly/randomly from the cannon to the short range mark making it difficult to hit anything up close (maybe you'll score a hit 1/10 times, maybe you'll hit your lancemate instead)?
Any other ideas? Throw them out here.
#2
Posted 26 November 2011 - 07:07 PM
As for PPCs, just having it do less damage up close would be sufficient. Messing arbitrarily with players accuracy can't be good thing in this case.
Edited by capperdeluxe, 26 November 2011 - 07:10 PM.
#3
Posted 26 November 2011 - 07:07 PM
#4
Posted 26 November 2011 - 07:11 PM
In MW:O this could easily be represented as if you're within minimum range some of the LRMs simply bounce off the enemy, rather than exploding.
Don't remember for sure why PPCs have minimum range, something about focusing, IIRC.
#5
Posted 26 November 2011 - 07:17 PM
feor, on 26 November 2011 - 07:11 PM, said:
Don't remember for sure why PPCs have minimum range, something about focusing, IIRC.
as I recall, in CBT (at least the good ol' basic ruleset) you only got a to-hit modifier when within the minimum range of either the PPC or LRM. So even though the chances of hitting got worse as you closed in, it was still possible with a good roll of the dice with no other side effects. You're already building up the excess heat/using the ammo, why does there really need to be any further drawback for these weapons than decreasing their damage potential?
Edited by capperdeluxe, 26 November 2011 - 07:18 PM.
#6
Posted 26 November 2011 - 07:19 PM
feor, on 26 November 2011 - 07:11 PM, said:
In MW:O this could easily be represented as if you're within minimum range some of the LRMs simply bounce off the enemy, rather than exploding.
They should still do physical damage (at ~1 point each), but would be funny if they explode after the fact, damaging anyone in range (including you for firing them so close!)
#7
Posted 26 November 2011 - 07:25 PM
for lrms at below min range to only do ballistic damage maybe a few warheads to detonate, but if they hit a cockpit still goin to be sore and keep splash damage also at close range your going to absorb more of the heat
as for ppc's below min distance would reduce damage, now as for other penalty's u could have the ppc feed back to your mech give u a short/ computer distortion the same as what the other person would experience also may damage the weapon, also at close range your going to absorb more of the heat and maybe some of the damage
#8
Posted 26 November 2011 - 07:26 PM
#9
Posted 26 November 2011 - 07:26 PM
I'm not sure close range ppc is really a problem to be honest. The weapon has a decently long cooldown, so the tradeoff is that you lose a boatload of dps if you miss even once.
#10
Posted 26 November 2011 - 07:33 PM
#11
Posted 26 November 2011 - 07:44 PM
capperdeluxe, on 26 November 2011 - 07:07 PM, said:
Right, at a -7 to hit. The arming time is how they explain the negative to hit penalty.
Edited by UncleKulikov, 26 November 2011 - 07:45 PM.
#12
Posted 26 November 2011 - 07:50 PM
The LRM's I imagine a set amount of time before they start tracking the targeted mech, so if it's too close then the general inaccuracy will be too much to correct.
#13
Posted 26 November 2011 - 08:15 PM
#14
Posted 26 November 2011 - 08:32 PM
feor, on 26 November 2011 - 07:11 PM, said:
It was supposed to be due to the PPC field inhibitor which was to protect the pilot & 'mech from massive electronic feedback from a close range PPC strike (which could potentially fry circuits and brains). This is one reason why PPCs are supposed to be so effective, they don't just damage armor but mess with electronics.
Uncle Monkey, on 26 November 2011 - 08:15 PM, said:
I believe it should be. Otherwise they are essentially Large Lasers with different colors.
Edited by Psydotek, 26 November 2011 - 08:35 PM.
#15
Posted 26 November 2011 - 08:47 PM
Psydotek, on 26 November 2011 - 08:32 PM, said:
Dont PPC's do a ton more damage and generate a ton more heat than large lasers?
#16
Posted 26 November 2011 - 08:57 PM
shintakie, on 26 November 2011 - 08:47 PM, said:
Not a ton more, just a little more with a little more range. Other than that, without some extra characteristics, they are essentially large[r] lasers.
Edit: The ERPPCs (clan and IS) and Heavy PPCs do way more damage and produce alot more heat, but those probably won't be seen in the game right away.
Edited by Psydotek, 26 November 2011 - 09:03 PM.
#17
Posted 26 November 2011 - 09:24 PM
If the TT is the "hard canon", and if the devs are trying to follow that, then there shouldn't be a reduction of damage for either LRMs or PPCs at short range, it's just harder to hit.
...don't know if that's the way the devs see it, but I'm just sayin'.
#18
Posted 26 November 2011 - 09:29 PM
PPCs might be harder to do. Apart from artificially creating something like a "backlash", that takes out your PPC for good when you fire at too close a range (fuses some coils together or whatever, not sure I'd like that), hard to come up with anything fancy. The whole field inhibitor thing also always seemed more like an explanatory workaround to me. If one could go by the assumption the main issue being that you need some minimal range to actually build up a solid enough "ray" for the PPC, perhaps having the characteristics could be chnaged at very close ranges. Instead of having a highly focused and accurtae weapon you get stuck with some sort of mini-shotgun that does little damage over a big area. Bit like a X-AC (with reduced total dmg potential ofc).
#19
Posted 26 November 2011 - 09:41 PM
#20
Posted 26 November 2011 - 09:58 PM
Basch, on 26 November 2011 - 09:41 PM, said:
Basch makes some sense here. The reason to not use them may just be all the splash damage....
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