Kubernetes, on 27 July 2016 - 12:04 AM, said:
ACs' damage dropoff really doesn't make any sense at all as it stands. How does an AC20 round do .1 damage at 539M? Is it a cannon shell fired by Wile E. Coyote and the explosive filler is spilling out as flies downrange? Even if the damage has some kinetic component, a cannon shell should not be doing .1 damage. But hey, I guess this is the future.
Presumably because they are wholly kinetic rounds?
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/edit Heck, almost none of the weapons make sense. Why do missiles just self-destruct at 1001M and 271M? Why? Who would design a missile that way? Why do lasers do constant damage out to optimal range and then suffer a linear dropoff? Wouldn't a laser exhibit linear dropoff from the muzzle? What happens to those charged PPC particles between 0 and 90 meters? It just flows through you? What kind of machine gun can only reach out to 240M? If you think about it, thirty-first century troops would have been rocked by a WWII-era army.
Missiles just self destruct visibly so you can see where they ended, I guess. Gameplay thing. Missiles having a hard range is reasonable though, because they are rockets, not airplanes. The thing with rockets is that they tend to wholly lose guidance and generally no longer even follow a ballistic path once unpowered; they tumble due to uneven mass distribution. Play KSP for a while and see how easy atmospheric travel is with rockets when you shut off engines
A unpowered rocket could well lose it's ability to detonate when it should, and would be unable to control it's orientation to properly deliver a payload.
Lots of reasons, really, for missiles to have hard range caps.
Autocannon rounds, though, consider: 7 AC20 rounds weighs in at 1000kg. Each shell, therefor, is some 140kg; even accounting for mass in the propellant and such, there's a LOT of mass being flung out of your mech at ~1400km/h. That's a LOT of kinetic energy, not a minor kinetic component.