

Pulse lasers,PPCs,Lrms,auto cannon,Lasers,Gauss rifles
#21
Posted 05 January 2012 - 07:56 PM
#22
Posted 05 January 2012 - 07:59 PM
MW4's pulse lasers seemed kind of shoddy to me, especially after seeing two different (and better) representations of the pulse idea. The GR made me want to throw something at the creators, asking them if they even know who Carl Friedrich Gauss is. The LRM climbing effect was spot on, but never hit anything, and they clustered into fives??

Edited by Lord Trogus, 05 January 2012 - 08:41 PM.
#23
Posted 06 January 2012 - 01:14 AM
I would prefer MW:LL pulse lasers, MW3 SRM, some kind of new-not-used-before-in-MW LRM (none of the games really got them right), MW4 Gauss Rifles (with much improved effect, think Shadow Warrior or Quake2/3/4 Railgun or something), MW3 Autocannons (made the most sense really, but needs much bigger sound. Think a tank Autocannon like from reality).
Lasers I'm not 100% sure about but maybe they should be sort of beam laser-hold-on-target (like a MW3 pulse laser)
#24
Posted 06 January 2012 - 02:04 AM
Except for Clan LRMs, that game did it right.
Edited by Applejack, 06 January 2012 - 02:05 AM.
#25
Posted 06 January 2012 - 02:15 AM
Stone, on 05 January 2012 - 07:13 PM, said:
maybe branch out from MW eh? there were a few other projects that did it better in my opinion!
^What Stone said. I liked how ballistics worked in MPBT...along with pretty much everything else, sans L/SRMs...which went through the terrain...which was because of how damage was calculated....or rather WHEN damage was calculated.
Also, really, REALLY, hoping LRMS are not indirect fire weapons. You pretty much make them useless. I've gone through and played every MW game that will run on this machine, MW1 - 4, and tried to hit other Mechs with indirect LRM fire....not easy at all to do at max range. Of course my role in combat has always been fire support so...I'm abit bias here...and off topic...yeash.
#26
Posted 06 January 2012 - 02:29 AM
#27
Posted 07 January 2012 - 08:42 AM
#28
Posted 07 January 2012 - 09:00 AM

#29
Posted 07 January 2012 - 09:38 PM
PPCs; I really liked the 2009 trailer interpretation. Just needs to sound like thunder now like the books describe. (or am I thinking about another weapon here?)
Auto Cannon; I preferred MW3 Burst Kinda made it feel like a cannon and an automatic weapon

Gauss; None of the games have really got these right MW3 was the closet but MW4...I can't believe they called those Gauss Rifles what was up with those energy rings? This has been shown on the forums several times but this is what physics have shown us in reality as to what an actual Gauss (or Rail gun) round would look like.

#30
Posted 07 January 2012 - 09:51 PM
#31
Posted 08 January 2012 - 12:05 AM
Frantic Pryde, on 07 January 2012 - 09:51 PM, said:
...What? Where'd you come up with that idea about pulse lasers? Pulse lasers are functionally identical to standard lasers, they're just fired in rapid, computer controlled micro-bursts to let particles around the target area to dissipate, allowing for more energy on target (damage).
#32
Posted 08 January 2012 - 01:05 AM

#33
Posted 08 January 2012 - 01:16 AM
Gauss Rifle: One heavy shell fired at supersonic speeds. No rings, no after-effects ... should just be a blur and that's it.
Laser: Press fire, instant hit ... assuming that aiming point is correct.
Pulse Laser: Press fire once, get two or maybe three rapid pulses of the same type as a standard laser. Again, instant hit assuming aim is correct. Multiple pulses make it easier to hit, like it's supposed to be according to the rules. None of this "hold down the trigger" crap.
Missiles: I like the ripple-fire effect leading to a constant stream of missiles. LRMs should gather themselves in groups of five when dealing damage.
Edited by Durant Carlyle, 08 January 2012 - 01:16 AM.
#34
Posted 08 January 2012 - 02:16 AM
I liked MW2's 1-after-1 salvos best, it looked awesome, but logic makes me vote for 5-at-a-time scheme.
It wasn't mentioned as an option, but imo the best LRM salvos were in MWLL, especially when talking about distant ground fire. 2xLRM20 salvo at maximum distance barraged the vast spaces with random missiles - truly a scene to remember))
And as for the all forms of lasers.. I understand that the game should give a player some tasty visuals, but really, WHY all those rainbow laser effects? If the game will allow smoke (in tabletop we always have plenty of smoke) why not make beams visible only in smoke, and be just some heated air distortion the rest of the time? For the sake of gameplay compromise it into something visible, comprehensible and distinct and it will look fresh among the majority of the games. Cartoonish pulses of MW4 looked childish in the worst meaning of the word, almost sick.
Edited by Duncan Jr Fischer, 08 January 2012 - 02:51 AM.
#35
Posted 08 January 2012 - 03:21 AM
feor, on 01 December 2011 - 06:01 PM, said:
i disagree. mw4 only used a grafic with many small beams for pulselasers, not a series of small shots, like the RAC would do.
personally, i like MW3 physics the most.
the best implementation of PPC, missiles and AC physics and nearly best for lasers.
nothing is more stupid than MW4 missiles flying circles around your targets...

the MW2 autocannon was great too. you could unleash as many bullets as you wanted to quickly destroy someone, but it burns down ammo fast.
#36
Posted 08 January 2012 - 03:27 AM
#37
Posted 08 January 2012 - 05:07 AM
The solid beams are your regular lasers (ER lasers would have either thicker beams or "last" longer), and the rapid cycling lasers on the HK units are perfect pulse-lasers.
#38
Posted 08 January 2012 - 06:18 AM
kargush, on 08 January 2012 - 05:07 AM, said:
The solid beams are your regular lasers (ER lasers would have either thicker beams or "last" longer), and the rapid cycling lasers on the HK units are perfect pulse-lasers.
I second that, great example)
#39
Posted 08 January 2012 - 06:32 AM
#40
Posted 08 January 2012 - 08:38 AM
As strange as it may sound, I would like to see pulse lasers work as in MW4 (streams of jewel-colored bolts; several of the novels describe pulse lasers of varying sizes as firing "emerald darts") with the modification of each pulse being a separate projectile, allowing fire to be "stitched"/"walked" across a target's surface, while "normal" lasers (described in the novels as firing "ruby lances/shafts") would work in a manner similar to the MW3 pulse lasers (a longer-duration, continuous beam that delivers damage over time and could be moved around the targeted 'Mech, resulting in the damage being spread over the target's surface).
PPCs:
Often described in the novels as "cerulean beams/bolts of man-made lightning", I would like PPCs to be depicted as such - a visual effect akin to a bolt from a Tesla coil or a salvo from Quake Wars' lightning gun (or some combination thereof) and a sound effect akin to either a Tesla coil or a thunderclap.
Gauss Rifles:
Firing nickel-ferrous slugs at hyper-sonic (Mach 5+) velocities, I would expect (and like) to see Gauss Rifle salvos appear as blurry silver projectiles with a ghostly, barely-visible trail similar in styling to what was depicted in MW3 (but much shorter (no more than twice the projectile length) and gray rather than green).
Also:
Oreic, on 07 January 2012 - 09:38 PM, said:

Firstly, Gauss Rifles are not railguns, they are coilguns. They may be superficially similar (both launch a projectile using electromagnetic accelerators), but they function on very different principles:
Quote
Coilguns consist of one or more coils arranged along a barrel. The coils are switched on and off in sequence, causing the projectile to be accelerated quickly along the barrel via magnetic forces. Coilguns are distinct from railguns, which pass a large current through the projectile or sabot via sliding contacts. Coilguns and railguns also operate on different principles. The first operational coilgun was developed and patented by Norwegian physicist Kristian Birkeland.
In 1934 an American inventor developed a machine gun based similar in concept to the coilgun. Except for a photo in a few publications, very little is known about it.
--------------------
A railgun is an entirely electrical gun that accelerates a conductive projectile along a pair of metal rails using the same principles as the homopolar motor. Railguns use two sliding or rolling contacts that permit a large electric current to pass through the projectile. This current interacts with the strong magnetic fields generated by the rails and this accelerates the projectile. Particular characteristics are the lack of propellant (only the projectile and the electrical energy to launch it are required to be expended) and the ability to launch projectiles much faster than firearms-based technology allows.
Moreover, it should be noted that the large amount of flame in the picture represents the erosion and vaporization of a substantial amount of material from both the projectile and the rails themselves.
Quote
In practice the rails are, with most designs of railgun, subject to erosion due to each launch; and projectiles can be subject to some degree of ablation also, and this can limit railgun life, in some cases severely.
Coilguns have their own issues (timing of switching, ferromagnetic projectile saturation, and a few others), but melting themselves with each firing doesn't tend to be one of them. As such, coilguns (including Gauss Rifles) would not look like the photograph above during firing...

Autocannons:
I would like to see autocannon fire depicted in the same way as their real-life equivalents - each "round" that the pilot sees in the cockpit round counter represents a "clip" filled with shells, where firing a "round" empties the clip and the weapon automatically loads the next clip.
A real-life example of this clip system can be seen in the L21A1 RARDEN 30mm autocannon (the equivalent of an AC-2) used by the British Army.
I'd also like to see all of the different models of autocannon given their full canon functionality:
- Standard ACs (and, eventually, light ACs) being able to fire special munitions (flak and tracer rounds are available in 3049, with other ammo types being available later) in addition to the standard (high-explosive, armor-piercing (HEAP)) munitions.
- LB-X ACs being able to fire both standard (HEAP) and specialized cluster munitions (as opposed to the more common flak munitions), and being able to switch between ammo bins (one set of bins for each ammo type) via a player-toggled action.
- Ultra ACs (and, eventually, rotary ACs) being able to fire only standard (HEAP) munitions, but being able to adjust the weapons' rate-of-fire (with higher ROFs coming at the cost of accuracy and an increased likelihood of jamming the weapon) via a player-toggled action.
- Hyper-velocity ACs (if/when they become available) being able to fire only standard (HEAP) munitions, but having a longer range than the other AC types and otherwise functioning like the standard ACs (standard ROF, etc).
For LRMs and SRMs (and, eventually, MRMs), I would like to see them fire their missiles one-at-a-time, which would make them (especially in the case of the larger launchers, and doubly so in the case of indirect fire for LRMs) more flexible by allowing them to either focus their fire on a smaller area for greater damage to a given target, or to saturate a larger area and strike multiple targets (at the cost of less damage to any particular target).
Also, I'd like to see the various missile systems depicted as they are in the canon:
- Standard munitions for both LRMs and SRMs are guided (though, there are options for semi-guided (LRMs) and unguided/dead-fire (LRMs and SRMs) munitions instead, as well as enhanced-guidance munitions (Artemis IV FCS and Narc Missile Beacon compatible munitions, anti-radiation missiles, heat-seeking missiles, listen-kill missiles) for both LRMs and SRMs).
- LRMs may be fired either directly (straight line from launcher to target) or indirectly (fire upward, missiles follow a parabolic path to a targeted position), while SRMs are direct-fire only (that is, no indirect fire capability).
- MRMs are dead-fire/unguided only.
- Streak systems (both SRMs and, eventually, LRMs) incorporate an additional targeting system that prevents the weapon from being fired unless and until there is a targeting lock and the target is within the missiles' range. Normal LRM and SRM systems, by contrast, may be fired without a targeting lock.
- All missile-type munitions, including larger missiles like Arrow IV artillery missiles and capital-scale missiles, are vulnerable to AMS fire ("...anti-missile systems have proven highly effective in space combat, where even larger missile classes can suffer from a cloud of point-defense fire." - Tech Manual, pg. 204).
- Mech Mortar shells (which may be guided or semi-guided, among other options) are not vulnerable to AMS fire.

What the devs decide will be, will be.
Our lot as players is to wait and see.
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