Why Is The Optimal Range On The Ac20 270M
#1
Posted 31 December 2016 - 12:18 AM
I don't see what the big deal is about being able to get lucky once and while and land a long range AC20 or AC10 round on someone standing on hill lobbing those LRMs at you and having it do some decent damage. I mean the physics of the projectile is correct in game already but the damage bleed off is very unrealistic. Another thing to consider is that when packing 2 20s or even 1 20 in heavies or mediums that mech is also light on ammo, had to sacrifice other armaments, often has to equip a smaller engine so its slower, can't fire 2 at the same time without a serious heat penalty, then add to that its range...well it pretty much makes it useless when going up against what you typically see today...1 or more guasses, ERL vomit, PPC vomit, and LRM boats. I see you at 500MM standing there in the open just going to town with your LRMs and here I am with 2 AC20s and I'll be dead before I can close on you to even get in a single hit, I mean sure I can shoot and will probably hit you through the screen shake but you know what I ain't even scratching your armor... that's just not right
#2
Posted 31 December 2016 - 12:21 AM
There will be less ballistic range quirks needed if that is the case, and they can be reduced or removed.
Edited by El Bandito, 31 December 2016 - 12:25 AM.
#3
Posted 31 December 2016 - 12:31 AM
My guess is that the cartridge of the AC/20s are small in comparison to the caliber of the shell. Unlike IRL shells where the cartridge's diameter and length increases as the caliber gets bigger, I'm assuming that the AC/20 cartridge only increases in diameter, not in length and thus contains less propellant giving the AC/20 a much shorter range. I guess this is done to fit with the standardized 1 slot per ton ammo system. If it were proportional though, I guess AC/20 range would far exceed ~5 km (given that the barrel is also increased).
#4
Posted 31 December 2016 - 12:42 AM
I miss 2013, when the AC20 felt like a real weapon, and not like I was launching a laden African swallow carrying a coconut bomb.
#5
Posted 31 December 2016 - 12:59 AM
We accept the UAC/AC20 is a large bore slow moving projectile, right? This means 1.) It's either a very ineffective kinetic penetrator that would be terrible at short and long range. Or 2.) It's a HEAT type projectile which means it doesn't matter how it gets to the target, just that it hits the target.
If it's the former, it might shake the mech it hit, but it isn't going to do a lot of damage. If it's the latter, it doesn't matter if it hits 3km away, it's going to do the full 20 damage.
Considering the skill required to get the projectile on target, I see no purpose for the range limitations.
The range limitation on TT is likely for balancing purposes.
Looks like it's the former, which makes the least sense.
Quote
Different manufacturers and models of autocannons have different calibers (25mm-203mm) and rates of fire. Due to this, autocannons are grouped into generic "classes" of autocannons with common damage ratings, with Autocannon/20s doing massive damage while having very short range.[1]
An example of the rating system: the Crusher Super Heavy Cannon is a 150mm weapon firing ten shells per "round" while the Chemjet Gun is a 185mm weapon firing much slower, and causing higher damage per shell. Despite their differences, both are classified as Autocannon/20s due to their damage output.
Edited by Tombs Clawtooth, 31 December 2016 - 01:02 AM.
#6
Posted 31 December 2016 - 01:00 AM
Tristan Winter, on 31 December 2016 - 12:42 AM, said:
I miss 2013, when the AC20 felt like a real weapon, and not like I was launching a laden African swallow carrying a coconut bomb.
Blame the PPFLD meta of 2013. Back then even AC20 was fast enough to be paired with PPCs.
Tombs Clawtooth, on 31 December 2016 - 12:59 AM, said:
The range limitation on TT is likely for balancing purposes.
Back then 20 PPFLD was a big deal, especially with Boom Jagers or Boomcats boating two of them. Now though, with the Clan mechs powercreeping everything to hell, IS AC20 and IS AC10 ranges can be safely increased.
Edited by El Bandito, 31 December 2016 - 01:02 AM.
#7
Posted 31 December 2016 - 01:05 AM
#8
Posted 31 December 2016 - 01:11 AM
What I would be OK with is looking at the projectile velocities. I feel like there are distinct differences with how easy-to-use different weapons are out to their optimal ranges, and that aspect might benefit of some normalization.
To me it feels like IS AC/20 and AC/10 especially suffer in this regard. But it's morning before coffee and I can't be arsed to look at the actual "time to optimal range" numbers.
#9
Posted 31 December 2016 - 01:27 AM
El Bandito, on 31 December 2016 - 01:00 AM, said:
I remember using the AC20 well outside of optimal range, before they made the projectile speed comically slow and neutered the optimal range to the point where the shell would basically flop to the ground at 271 meters.
I wish they would have adjusted the cooldown value instead of what they actually did.
#10
Posted 31 December 2016 - 01:44 AM
El Bandito, on 31 December 2016 - 01:00 AM, said:
While we're at it, lets set the IS AC/2 back to .5 cool down and pre-nerf range, throw some more ammo in per ton while we're at it. Seriously, it's like they spent the first 2 years meticulously watering down the IS stuff in a cold shower just so they could spend the next 3 going apesh%t with the Clan gear.
#11
Posted 31 December 2016 - 02:20 AM
#12
Posted 31 December 2016 - 02:33 AM
Tycho von Gagern, on 31 December 2016 - 01:44 AM, said:
Completelt agree ac2 needs more ammo per ton. It simply weighs far too much for what it does
#13
Posted 31 December 2016 - 03:07 AM
#14
Posted 31 December 2016 - 03:48 AM
Tristan Winter, on 31 December 2016 - 12:42 AM, said:
Inaccurate. The IS is still using regular Coke to fire their big guns in the 3050s and the Clans are the ones that figured out the secret of switching to Diet Coke. You can clearly see this demonstrated in the tonnage differences between IS ballistics and Clan ballistics..
Edited by Snazzy Dragon, 31 December 2016 - 03:50 AM.
#15
Posted 31 December 2016 - 06:35 AM
MadIrish, on 31 December 2016 - 12:18 AM, said:
I don't see what the big deal is about being able to get lucky once and while and land a long range AC20 or AC10 round on someone standing on hill lobbing those LRMs at you and having it do some decent damage. I mean the physics of the projectile is correct in game already but the damage bleed off is very unrealistic. Another thing to consider is that when packing 2 20s or even 1 20 in heavies or mediums that mech is also light on ammo, had to sacrifice other armaments, often has to equip a smaller engine so its slower, can't fire 2 at the same time without a serious heat penalty, then add to that its range...well it pretty much makes it useless when going up against what you typically see today...1 or more guasses, ERL vomit, PPC vomit, and LRM boats. I see you at 500MM standing there in the open just going to town with your LRMs and here I am with 2 AC20s and I'll be dead before I can close on you to even get in a single hit, I mean sure I can shoot and will probably hit you through the screen shake but you know what I ain't even scratching your armor... that's just not right
KDK-3 can have a 400XL two Ultra AC20s with 8 tons of ammo and 2 ER Lrg lasers. It has ample ammo good heat efficency and can run at close to 70kph..absurd for a 100 ton mech. So I fail to see any compromise for taking two class 20 cannons.
You seem to have some sort of fixation on LRMs. and some false assumptions. LRMs do require that someone has LOS to the target. LRMs DO REQUIRE line of sight.
Other friendly mechs,UAV or ECM towers on escort game mode can provide targets for LRMs.
#16
Posted 31 December 2016 - 07:51 AM
#17
Posted 31 December 2016 - 08:32 AM
Bandilly, on 31 December 2016 - 07:51 AM, said:
Quoting lore isn't relevant in this matter, if you use this logic the range on most other weapons needs to be reduced significantly.
The board game is also about rolling dice so the range limits account for all the human error involved as well but in MWO it needs to be bit more real since the human is actually piloting and not rolling dice meaning some pilots will only be good enough to score hits at under 300m while others might have the skill to hit a moving target at 500m or more.
Edited by MadIrish, 31 December 2016 - 08:44 AM.
#19
Posted 31 December 2016 - 08:43 AM
MadIrish, on 31 December 2016 - 08:32 AM, said:
Quoting lore isn't relevant in this matter, if you use this logic the range on most other weapons needs to be reduced significantly.
Using logic you have to quote lore in this context. The lore is the explanation for the short ranges.
In BattleTech the autocannon weapon systems all fire bursts of shells. The AC/20 weapon system fires a burst that is so large and Powerful that it is a very inaccurate. It is so inaccurate that you can only land your shots accurately up to 270 meters. AC/10 fires a burst with fewer shells and so has less recoil and is more accurate. AC/5 fires even fewer shells and the AC/2 has the longest range because it fires only a small handful of bullets (approximately 1 tenth as many as an AC/20).
#20
Posted 31 December 2016 - 08:49 AM
Ranges in the TT were picked purely for balance purposes, quite a few have been changed or Min effective range ignored by P.G.I.
How many weapon manufacturers are ever going to win a defence contract, by producing long range missiles that have a maximum range of only 1000, or a Machine gun with a maximum range of 240 meters..
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