Hi,
what do you guys think about making the weapons range (Ballistic and energy) non linear?
For example the AC/2 with 720m and 1440m.
We could set a mark for the effective range at 95% damage (720m or a little bit less) and maximum range (1440m).
100% damage is at 0m.
So you would have a very slight decrease in damage until effective range.
Maybe some people could give the weapons velocity, bulletdrop and energy diagrams like real weapons.
For energy weapons you could make it less complicated. They can have a nearly linear damage output do to range. Not really linear, because of balancing and max range.
This would give the devs some nice possibilities for balancing and would create new tactical variants.


Weapon Range Non Linear
Started by Last Of The Brunnen-G, Jun 10 2015 12:11 PM
6 replies to this topic
#1
Posted 10 June 2015 - 12:11 PM
#2
Posted 10 June 2015 - 12:34 PM
I don't think this is a good idea. We're basically saying reverse Clan LRMs and apply that coding to everything in the game. That's neat in concept, but I don't believe it can be done without totally breaking the game. Evertime PGI does so much as turn on their coffee maker, hit reg falls through the floor.
Also, we already have velocity and bullet drop in game currently. Diagrams of those would be nice, but they would vary Mech to Mech based on quirks, which makes things complicated.
If it ain't broke, don't fix it, and what we've got now certainly isn't broke.
Also, we already have velocity and bullet drop in game currently. Diagrams of those would be nice, but they would vary Mech to Mech based on quirks, which makes things complicated.
If it ain't broke, don't fix it, and what we've got now certainly isn't broke.
#3
Posted 10 June 2015 - 01:59 PM
No, that unfairly penalizes long range weapons and artificially enforces people to brawl so hard that every match becomes an orgy.
Effective range means effective range and punishing people for utilizing that range is dumb.
Effective range means effective range and punishing people for utilizing that range is dumb.
#5
Posted 10 June 2015 - 04:39 PM
Pjwned, on 10 June 2015 - 01:59 PM, said:
No, that unfairly penalizes long range weapons and artificially enforces people to brawl so hard that every match becomes an orgy.
Effective range means effective range and punishing people for utilizing that range is dumb.
Effective range means effective range and punishing people for utilizing that range is dumb.
I don't talk about penalizing long range weapons. It's just so unrealistic that a weapon makes a fixed damage until range x. And then the damage drops linear. I know this is a computer game, but today it is no problem to Program a non linear damage output. You can for example give the weapons a different damage every 10m based on a non linear output.
This won't change the balance at all, it can change it if you want so.
#6
Posted 10 June 2015 - 05:15 PM
MasterBurte, on 10 June 2015 - 04:39 PM, said:
I don't talk about penalizing long range weapons. It's just so unrealistic that a weapon makes a fixed damage until range x. And then the damage drops linear. I know this is a computer game, but today it is no problem to Program a non linear damage output. You can for example give the weapons a different damage every 10m based on a non linear output.
This won't change the balance at all, it can change it if you want so.
Your idea completely contradicts your claim that it would not penalize long range weapons nor would it affect balance because reducing damage within the weapon's optimal range would do exactly that. It's not about it being practical to program such an idea either, it's that the idea is bad.
As far as realism:
A) It doesn't need to be realistic because it's a video game.
B) I don't see any reason to consider you an authority on what would be more realistic in this game.
Edited by Pjwned, 10 June 2015 - 05:16 PM.
#7
Posted 11 June 2015 - 04:17 PM
MasterBurte, on 10 June 2015 - 04:39 PM, said:
I don't talk about penalizing long range weapons. It's just so unrealistic that a weapon makes a fixed damage until range x. And then the damage drops linear. I know this is a computer game, but today it is no problem to Program a non linear damage output. You can for example give the weapons a different damage every 10m based on a non linear output.
This won't change the balance at all, it can change it if you want so.
Just an FYI, all the standard shells used by Autocannons in BattleTech/MechWarrior use HEAP shells. That means they retain full lethality out to maximum ballistic range, because they aren't conventional KE penetrators.
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