Khobai, on 13 January 2018 - 12:24 PM, said:
why?
in battletech those weapons would do 0 damage beyond optimum range.
Uh...huh?
Optimum range btw in Battletech is any "Short range" above a penalized accuracy 'minimum range.'
Beyond the "optimum" range in MWO, Battletech has two more categories of range.
Extreme Range, Maximum Range (where its almost impossible to hit as an average pilot).
Then, if you slap on A Time of War rules, you have a Mechwarrior with the Sniper skill, whose Maximum Range is double that of other pilots.
So...not sure where the no damage rule comes from?
TacOps has a better ruleset for it but I'm too lazy to go pull that out, suffice to say this early 1987 model for the ruleset should be enough proof. This pertains specifically to Mechwarrior RPG, but TacOps officially indoctrines them into all Battletech variants.
It goes on for five damn pages.... listing effective as in the long effective range, extra long range and maximum range and a plethora of weapons.
Newer weapon systems on Sarna show it, and those that don't list that they need to be updated.
One example.
The only weapon that reduces damage out to maximum range is lasers in atmosphere (this does not occur in vacuums). The factor depends on how thick the atmosphere is, and particles like smoke from local fires and desert storms which add an atmosphere factor of 1 per 'thickness' of said particles.
All others do not have their damage affected.
Edited by Koniving, 14 January 2018 - 02:30 PM.