Nesutizale, on 03 October 2019 - 03:00 AM, said:
I think it kinda hard to see. The laser is clearly in the head but the launcher could also be CT or side torso with a position very close to the head.
As for knockdowns...I am not even certain that I want them. Sure its a singleplayer but from, I think it was MW4, I remember running a mech that was knocking down mechs left and right. Efficient sure but also boring.
Also remember that knockdowns can also work on you and with the enemy most likely outnumbering you, you might face more knockdowns then you might like.
Noticed sometime later it also has a belly button laser.
Time to install a large laser there.. (except 'sized hardpoints' might prevent that).
Though if I can't get a large laser in there, maybe I'll go for an AC/2 or MG.
Either way they opened up can of something...
Anyway stupidity aside...
I'll have to add gravity and biome/creation tweaks to my list of things to modify as they only used one gravity, likely due to projectiles and helicopters being affected (the most logical reason).
MW5's beta turned demo is disappointing. Makes it hard get a head start on modding the game if the tools aren't released at the same time. But I guess I'll get a feel for how bad the game's weapons actually are.
On a personal note, the reason I haven't been updating my mod pages is I've developed something to help me flesh out weapon concepts by expediting the process, where I can put in some settings and have some preset math run its course to give me everything from projectile velocities to estimated accurate ranges of individual projectiles (without encompassing "recoil" at the moment, it also calculates velocity based on an intended extreme range and then calculates when the kinetic effect and damage of the projectile is lost [leaving only the explosive component of the AC shell] and when the shell is designed to auto destruct in accordance with the thrown-out but still reasonably followed Ares Convention in terms of munitions. (Currently the average AC shell self destructs around 2 kilometers, give or take. Velociies are effected in part by barrel length to achieve longer ranges and sacrificed in shorter barrels to achieve faster shell delivery in carbine-ish models. So far its pretty cool and plugging in known shell sizes, firing rates and shell counts give me everything from a breakdown of individual projectile weight (calculated first in kilograms and converted into pounds), cost per projectile, number of projectiles per rating, number of projectiles per ton, time to achieve rating, max possible reload time, modifier for 'leeway' which in turn gives the 'actual reload time', time to achieve double rating, total time for two ratings and reloads and left over time in a 10 second time slice, as well as convert-back-to-TT information, burst/auto/semi-auto info, notes, mount types [for sized hardpoints and locational restrictions (such as GM Whirlwind/5 for Marauder's dorsal mount at 120mm or 50mm depending on the novel [as such two variations there] and the arm mount of the Wolverine [at 60mm and 90mm depending on the novel, as such it also has two variations]. They can be mounted on any mech with an appropriate hardpoint in a similar location [so a forearm-external weapon can be mounted on any mech that can mount it, an ST gun on any ST, etc.], and quite a bit of other details. Even got a test RAC and a plan to keep UAC unique despite the fact that ACs can deliver double ratings within 10 seconds and all weapons can deliver a rated amount of damage within 5 seconds [and typically a 5 second cooling/reloading/recharging period depending on what it is]. Cross-class ammunition is working nicely on paper in terms of damages and the escalation of damage per shell by caliber is coming out better than I would have thought, as I learned a change to Rhinemetal's 130mm cannon produces a 50% increase in (or 150% of) damage from its 120mm cannon in real life, and the transitions from the common 80mm to 90mm for example produces exactly that difference in damage output per shell). Lower calibers can be pushed easier to produce higher volumes of damage while the highest calibers which produce the highest amount of damage per shell can fall short of their rating in collective damage as well as take longer to achieve it in some cases (for example the Defiance Mech Hunter on the Atlas produces a solid 1 shell per second with no cassette change/reload time at 5 damage per shell on an AC/20, but it's canonical heat issues combined with holding that trigger is gonna cause problems if you don't instead time and aim your shots given the plan to give weapons their own heat bars [which will replace the cooldown timer bar] and said weapons can malfunction when overused.
Still needs some tweaks and I'm doing modified versions for lasers, MGs, missiles, mech mortars, "Rifles" [they're used in periphery states and by civilians / low end pirates] and other 3025 available weapons. It's really helping to fill in missing details quite nicely and not doing the math on every individual item manually really helps a lot.
Even made the surprise edge-case of a 105mm "fully automatic cannon" AC/5 work out, despite not having planned for 105mm, and it worked pretty well in fact. It's technically extinct in reasonably short order of the MW5 timeline with the exception of Comstar, but a few mods and bam, new mechs/tanks and Comstar's in the mix, [plus AMA 10 suggests that PGI would like to try Comstar in a DLC 6 to 12 months down the line if the game pans out good]). So having edge cases in the mix are good overall. Pontiac's gonna be a beast of a low-caliber weapon, and should Yen Lo Wang get modded into MW5 then Allard's obtained 40mm Pontiac 100 will make it a very different beast from the CN9-AH's Luxor D-DX Heavy Cannon (technically "heavy" leans in the 120mm range, however for that one I'm leaning toward 150mm at a slower firing rate than the Crusher Super Heavy so that there'll be more than one 150mm ACs since Quikscell is everywhere meaning the ammo is everywhere but for some reason there aren't more 150mms, so bam. Centurions are pretty wide spread, now something more uses it.).
(I'm gonna reign it in before I go nuts, but basically ranges are a bit more realistic but in terms of lasers are affected by atmospheric conditions [storms will cut your range more than clear skies, vacuums giving you the best conditions for laser range/efficiency but expelling heat is hard] while ACs are more affected by gravity and velocity [with their kinetic energy between 25 and 50% of their damage potential] as well as the recoil of faster-firing heavier calibers causing AC shots to spread [so AC/20s can reach 2 kilometers easily enough but by the time they reach that distance the weapons fire will be so spread out you'll probably hit everything except what you intend to. Hetzer specifically is a wheeled vehicle with an AC/20 designed as a "artillery piece"... let the logic run through with that one for a minute, the terrible accurate range comes from its rapid '10 shot burst' from 150mm cannon, rocking that poor truck-chassis around and in turn flailing the end of the barrel [with the whole vehicle], causing what could be a wide-spread artillery salvo in the cheapest minimally viable way possible...)
So despite MW5's shortcomings, I'm excited for what I can do with it as I'm already fairly familiar with the limitations of the Unreal Engine. Now if it was on CryEngine I'd be less optimistic.