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A T M Damage Dropoff Can Be Changed From "complete Nonsence" To "makes Perfect Sense" With One Simple Change.


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#1 Felicitatem Parco

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Posted 05 July 2017 - 12:28 PM

A T M damage dropoff can be changed from "complete nonsence" to "makes perfect sense" with one simple change.

Right now there are distinct drops in damage as you surpass certain distance markers. This is complete nonsence, but it is meant to reflect how the missiles "lose damage over distance" since we are merging several different types of ammo into a single ammo unit.

You could change this and make the system completely rational by making the damage drop-off linear with distance. This can be "explained" by simply saying the missiles use their unspent propellent as additional warhead content. That means distance detracts from the warhead in a linear fashion.

Game mechanic instantly made rational and reasonable.

Edited by Prosperity Park, 05 July 2017 - 12:30 PM.


#2 Antares102

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Posted 05 July 2017 - 12:42 PM

This is impossible to code since we already have it for half the weaponry such as Las0rs and ACs.
Oh wait we also have it for CLRM min range. Linear falloff would make perfect sense but we wont get it nonetheless.
This is actually what I expected ATMs to be right from start.

Summary:
This would need no coding at all just some XML tweaking with falloff settings.

Edited by Antares102, 05 July 2017 - 12:43 PM.


#3 Damnedtroll

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Posted 05 July 2017 - 02:47 PM

Maybe make the ammo act like weapon ??? you need launcher to use them and determine the size of salvo but you have the ammo type in you weapon selection and not the launchers.

Like that you can have the tree different type of ammo ?

#4 J0anna

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Posted 05 July 2017 - 02:56 PM

I really don't care what PGI does to them, they will remain useless until they can actually get past AMS, actually hit a target that only breaks LOS, have a more reasonable high damage window and actually make it to the target before the match ends....





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