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Projectile Deviation With Range


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#1 The6thMessenger

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Posted 16 December 2016 - 08:17 PM

Current mechanic is that most weapons will deal their most at their optimum range, and reduced to zero at beyond 2x their optimum range.

High-Explosive deals most of it's damage because of it's warhead, not because of it's kinetic impact. So explosive shells don't really make sense to not deal damage outside of their optimum range. Now i know that this is just a game, but i think i have a solution for the frantic poking game with massive maps.

I suggest modifying the projectile behavior with range, more than it's damage characteristics. The ACs will deal only 50% of it's damage outside of it's effective range, AC20 will still deal 10 damage even beyond 540m. But projectile will begin to swerve side by side outside of it's effective range -- think of it as LB10X but with only 1 pellet but still goes at a random direction in it's spread ONLY AFTER a certain distance, aggravated by wind to prompt heavier compensation, making outside of 2x their effective range more of a trick or lucky shot, and likewise it acts as COF for auto-cannons but still remain accurate at a desired distance.

Simmilar effect with PPCs and Gauss but that depends. PPC can retain the same 0% damage at 2x of it's max range, and Gauss can have 3x of optimum range as max-damage and not suffer projectile deviation, as it's other selling point.

This way, poke-fest will be harder to do. Of course there is laser, but not exactly PPFLD.

Edited by The6thMessenger, 16 December 2016 - 08:31 PM.


#2 cazidin

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Posted 16 December 2016 - 08:22 PM

An interesting idea that requires coding, resources and development time. Yeah, I don't think PGI will do this right.

#3 El Bandito

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Posted 16 December 2016 - 08:24 PM

In Battletech, Autocannons that use kinetic force to damage armor exist. So if we pretend that all MWO ACs use kinetic penetrator rounds, then damage drop off makes sense. Especially since MWO ACs do not have splash damage.

From Sarna:

Quote

An Autocannon is a type of rapid-firing, auto-loading direct-fire ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) or kinetic rounds at targets in bursts. It is, basically, a giant "machine gun" that fires predominantly cased explosive shells though models firing saboted high velocity kinetic energy penetrators or caseless ordnance do exist.

Edited by El Bandito, 16 December 2016 - 08:27 PM.


#4 The6thMessenger

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Posted 16 December 2016 - 08:27 PM

View PostEl Bandito, on 16 December 2016 - 08:24 PM, said:

Actually, in Battletech Autocannons that use kinetic force to damage armor exist. So if we pretend that all MWO ACs use kinetic penetrator rounds, then damage drop off makes sense.


Except the part that it explodes on impact, when we have Gauss slugs that are kinetic-energy penetrator that doesn't explode. Sure it can be something like the MK200 Raufoss round with high-explosive with a sub-caliber penetrator. Buuut, that still explodes.

#5 El Bandito

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Posted 16 December 2016 - 08:31 PM

View PostThe6thMessenger, on 16 December 2016 - 08:27 PM, said:

Except the part that it explodes on impact, when we have Gauss slugs that are kinetic-energy penetrator that doesn't explode. Sure it can be something like the MK200 Raufoss round with high-explosive with a sub-caliber penetrator. Buuut, that still explodes.


Whenever I see M1 Abrams shoot the kinetic penetrator rounds, the impact still creates explosion. *shrugs*


Also, if you wanna poke with ACs, there is still AC2. 4xCUAC2 HBK-IIC is actually competitive. There is also the 6xCUAC2 NGyr, and the 8xCUAC2 Ultraviolet.... damn CUAC2s OP. :P

Edited by El Bandito, 16 December 2016 - 08:37 PM.


#6 BLOOD WOLF

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Posted 16 December 2016 - 08:34 PM

View Postcazidin, on 16 December 2016 - 08:22 PM, said:

An interesting idea that requires coding, resources and development time. Yeah, I don't think PGI will do this right.

still with these comments.

#7 The6thMessenger

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Posted 16 December 2016 - 08:36 PM

View PostEl Bandito, on 16 December 2016 - 08:31 PM, said:


Whenever I see M1 Abrams shoot the kinetic penetrator rounds, the impact still creates explosion. *shrugs*


Also, if you wanna poke with ACs, there is still AC2. 4xCUAC2 HBK-IIC is actually competitive.


Seeing that Gauss Slugs is pretty much the same thing, why aren't they exploding? Shouldn't the AC and Gauss projectiles have similar impact SFX if so?

#8 El Bandito

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Posted 16 December 2016 - 08:40 PM

View PostThe6thMessenger, on 16 December 2016 - 08:36 PM, said:

Seeing that Gauss Slugs is pretty much the same thing, why aren't they exploding? Shouldn't the AC and Gauss projectiles have similar impact SFX if so?


1. To differentiate between an AC hit and Gauss hit.

2. Battletech science.

#9 The6thMessenger

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Posted 16 December 2016 - 08:41 PM

View PostEl Bandito, on 16 December 2016 - 08:40 PM, said:

1. To differentiate between an AC hit and Gauss hit.

2. Battletech science.


loool

#10 Angel of Annihilation

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Posted 17 December 2016 - 07:46 AM

Think about it this way. The year is 3050 and technology has drastically changed from what it was back in the 21st century. Armor has improved to the point were even the most powerful explosive change can not physically harm it so projectile ammo has evolved and advanced kinetic rounds are now used in order to penetrate these advance armor composites. However designer also realized that while HE doesn't actually harm the armor on Battlemechs, it does tend to be very distracting and disconcerting to the targeted enemy when his battlemech is rocked by the HE charges and can actually through off the pilots ability to balance the mech through his neural helmet inputs so they decided to attach an HE charge to each round to promote this effect.

Now I know that is a bunch of made up drivel but alot of the weapons designed today actually consider secondary and tertiary effects in their designs so something like this could be very feasible especially when we are considering weapons technology 1000 years in the future.

#11 Mystere

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Posted 17 December 2016 - 07:56 AM

View PostThe6thMessenger, on 16 December 2016 - 08:17 PM, said:

Current mechanic is that most weapons will deal their most at their optimum range, and reduced to zero at beyond 2x their optimum range.

High-Explosive deals most of it's damage because of it's warhead, not because of it's kinetic impact. So explosive shells don't really make sense to not deal damage outside of their optimum range. Now i know that this is just a game, but i think i have a solution for the frantic poking game with massive maps.

I suggest modifying the projectile behavior with range, more than it's damage characteristics. The ACs will deal only 50% of it's damage outside of it's effective range, AC20 will still deal 10 damage even beyond 540m. But projectile will begin to swerve side by side outside of it's effective range -- think of it as LB10X but with only 1 pellet but still goes at a random direction in it's spread ONLY AFTER a certain distance, aggravated by wind to prompt heavier compensation, making outside of 2x their effective range more of a trick or lucky shot, and likewise it acts as COF for auto-cannons but still remain accurate at a desired distance.

Simmilar effect with PPCs and Gauss but that depends. PPC can retain the same 0% damage at 2x of it's max range, and Gauss can have 3x of optimum range as max-damage and not suffer projectile deviation, as it's other selling point.

This way, poke-fest will be harder to do. Of course there is laser, but not exactly PPFLD.


In other words, use the military science of ballistics via Circular Error Probability (CEP), which means using probability theory, ergo use random numbers, which in turn means selling your soul The Devil Himself.

Do you want the forums to burn in flames again?

<hopefully your sarcasm meter is running>

#12 Albino Boo

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Posted 17 December 2016 - 08:03 AM

Pure Kinetic rounds have been the mainstay of tank armor piercing rounds since the 1970s. The flash is either the armor being turned into gas by the energy of the impact or the target's own shell propellants detonating. Pure kinetic anti tank ammunition was first deployed in late 1942. Unfortunately your idea is based on false assumptions.

#13 Acehilator

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Posted 17 December 2016 - 08:14 AM

Could you guys please stop bringing the reality into my '80s semi-pulp SciFi setting?

JUST.
DON'T.
DO.
IT.

#14 Mystere

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Posted 17 December 2016 - 08:15 AM

View PostAcehilator, on 17 December 2016 - 08:14 AM, said:

Could you guys please stop bringing the reality into my '80s semi-pulp SciFi setting?

JUST.
DON'T.
DO.
IT.


In the right doses, reality is a good thing. Posted Image

Edited by Mystere, 17 December 2016 - 08:20 AM.


#15 Albino Boo

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Posted 17 December 2016 - 08:18 AM

View PostMystere, on 17 December 2016 - 08:15 AM, said:


I the right doses, reality is a good thing. Posted Image

So is salt, but too much will kill you.





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