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Additional Weapon Systems?


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#21 MechaBattler

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Posted 06 February 2018 - 03:21 PM

Laser racs? So like pulse lasers in past MechWarrior titles?

A strangely want despite knowing it'd be bad. I'm sure someone will mod it into MW5. :3

Edited by MechaBattler, 06 February 2018 - 03:22 PM.


#22 Khobai

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Posted 06 February 2018 - 03:25 PM

variable range pulse lasers could work by making the beam duration shorter the farther out the beam goes

so the beam duration would be longer at short range than it is at long range...

it would look kindve weird, almost like the beam is gradually retracting back towards the mech

#23 Metus regem

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Posted 06 February 2018 - 03:27 PM

View PostMechaBattler, on 06 February 2018 - 03:21 PM, said:

Laser racs? So like pulse lasers in past MechWarrior titles?

A strangely want despite knowing it'd be bad. I'm sure someone will mod it into MW5. :3



No, when I say RAC like, I mean spitting out a bunch of low damage pulses with in a set cone... meaning the closer you are to your target, the better they would be... I guess LB series would've been a better analogy...

#24 FupDup

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Posted 06 February 2018 - 03:35 PM

View PostKhobai, on 06 February 2018 - 03:25 PM, said:

variable range pulse lasers could work by making the beam duration shorter the farther out the beam goes

so the beam duration would be longer at short range than it is at long range...

it would look kindve weird, almost like the beam is gradually retracting back towards the mech

VSPLs are supposed to be highly accurate up close and less accurate at a distance though, so you got it backwards.

Edited by FupDup, 06 February 2018 - 03:48 PM.


#25 Khobai

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Posted 06 February 2018 - 03:36 PM

Quote

VSPLs are supposed to be highly accurate up close and inaccurate at a distance though, so you got it backwards.


the beam duration would still be short up close.

it would just be shorter at longer ranges. since the duration is shorter it would do less damage.

do VPL not get the pulse laser bonus at medium or long range? I was under the impression they still did. Just that the damage dropped off 9/7/5.

Edited by Khobai, 06 February 2018 - 03:39 PM.


#26 Brody319

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Posted 06 February 2018 - 03:36 PM

View PostMechaBattler, on 06 February 2018 - 03:21 PM, said:

Laser racs? So like pulse lasers in past MechWarrior titles?

A strangely want despite knowing it'd be bad. I'm sure someone will mod it into MW5. :3


Laser RACs would be pretty neat. A short spin up time followed by a regular pulse of a laser that generates a small amount of heat with each pulse.

#27 FupDup

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Posted 06 February 2018 - 03:41 PM

View PostKhobai, on 06 February 2018 - 03:36 PM, said:

the beam duration would still be short up close

But you're asking for it to be longer up close than it is at a distance. Maybe it might be "short" on an absolute scale compared to other lasers, but on a scale relative to itself you're punishing VSPL users for brawling and making them want to poke at a distance. That's what X-Pulses and ER Pulses are for. VSPLs are for brawling and even have a damage-plateau system like the HGR and SNPPC to make them deal the highest damage up close.

View PostKhobai, on 06 February 2018 - 03:36 PM, said:

do VPL not get the pulse laser bonus at medium or long range? I was under the impression they still did. Just that the damage dropped off 9/7/5.

Normal pulse lasers get a -2 bonus in all range brackets. ER pulse gets -1. VSPL gets -3 in short range, -2 for medium range, and -1 for long range.

Chart from SSW to illustrate the point:

Posted Image

The number on the same line as the weapon name is your hit modifier. The number below is your damage. The lower the hit mod, the better. The numbers on top of the chart are the range in hexes.

Edited by FupDup, 06 February 2018 - 03:47 PM.


#28 LordNothing

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Posted 06 February 2018 - 03:42 PM

View PostKhobai, on 27 January 2018 - 12:27 AM, said:

RISC hyper laser is basically just an ER Heavy Large Laser

and yeah it is probably for the best its not in the game lol



theyd have to add C3 first

C3 is something that should be added for IS if they ever do an infowarfare update

along with fixing everything else theyve done wrong with infowarfare

but PGI made it sound like were not getting infowarfare ever because we rejected their last attempt at adding infowarfare lol


pgi likes to get a great idea and then when its perfect they tack on some garbage that ruins the whole thing. like energy draw could have worked if it didnt push a bunch of insane override rules. phase 3 was great if they didnt nuke their entire playerbase from orbit every match. i forget what killed infotech, but i bet it had nothing to do with infotech.

Edited by LordNothing, 06 February 2018 - 03:44 PM.


#29 Snowbluff

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Posted 06 February 2018 - 05:52 PM

View PostKhobai, on 06 February 2018 - 03:06 PM, said:


thats not C3 lol

I know what I'm talking about. Seriously, it's already been integrated into the game. C2/C3 systems work like this in real life, and it's already here. A vast majority of the features of a C3 system have already been incorporated; adding equipment to the game to have the same effect would be rolling dice on whether or not your team is using it when you make a drop.

Edited by Snowbluff, 06 February 2018 - 05:54 PM.


#30 Grus

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Posted 06 February 2018 - 05:56 PM

View PostEl Bandito, on 26 January 2018 - 07:02 PM, said:

HAG, MML, Plasma Rifle etc, plenty of future tech. Of course there are old tech such as ARROW IV, and Blazer...
Mmmmmm arrow launcers..

#31 Brain Cancer

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Posted 06 February 2018 - 06:03 PM

View PostRedimus, on 26 January 2018 - 06:54 PM, said:

As much as it pains me to admit, I have lost most of my Battletech knowledge over the years. Are there additional weapon systems that have yet to be implemented to the game?



More weapon options do not exist in MWO than the ones that PGI managed to add. Heck, there's entire weapon classes PGI cannot figure out, including artillery and melee.

View PostSnowbluff, on 06 February 2018 - 05:52 PM, said:

I know what I'm talking about. Seriously, it's already been integrated into the game. C2/C3 systems work like this in real life, and it's already here. A vast majority of the features of a C3 system have already been incorporated; adding equipment to the game to have the same effect would be rolling dice on whether or not your team is using it when you make a drop.



C3 in Battletech is a completely different animal. It'd basically be allowing you to shoot up an opponent as if you had your team's screens to shoot from, whereupon the C3 system does all the compensation for you and makes the shot.

Imagine an ERLL sniper being able to target as if he was as close to the victim as the guy in the Locust circling his legs. From 700m, firing like you're at 30m. That's Battletech C3 systems.

#32 ROSS-128

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Posted 06 February 2018 - 06:06 PM

View PostSnowbluff, on 06 February 2018 - 05:52 PM, said:

I know what I'm talking about. Seriously, it's already been integrated into the game. C2/C3 systems work like this in real life, and it's already here. A vast majority of the features of a C3 system have already been incorporated; adding equipment to the game to have the same effect would be rolling dice on whether or not your team is using it when you make a drop.


Eh, the TT kind of has the same disconnect.

Yeah, strictly speaking C2/C3 IRL is basically just coms gear and doesn't have anything to do with making your guns shoot better.

But in the TT you can already spot for indirect fire, communicate, share target information etc without C3 gear. Your mech can even connect to satellite links without a C3 computer.

What the C3 computer does do in TT is... crunch firing solutions to make your allies' guns shoot better. So the mislabling actually is carried over from the TT rules.

#33 Snowbluff

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Posted 06 February 2018 - 09:09 PM

View PostBrain Cancer, on 06 February 2018 - 06:03 PM, said:

Imagine an ERLL sniper being able to target as if he was as close to the victim as the guy in the Locust circling his legs. From 700m, firing like you're at 30m. That's Battletech C3 systems.


There's a fundamental issue with that idea. In MW, all fire is aimed, with targeting being abstracted and chalked up to duration and velocity stats. Who's to say that our aim isn't already improved by such a system.

Needless to say, operating equipment on other people's mechs is unnecessary and generally unwelcome in first person shooter games.

View PostROSS-128, on 06 February 2018 - 06:06 PM, said:

Eh, the TT kind of has the same disconnect.

Yeah, strictly speaking C2/C3 IRL is basically just coms gear and doesn't have anything to do with making your guns shoot better.

But in the TT you can already spot for indirect fire, communicate, share target information etc without C3 gear. Your mech can even connect to satellite links without a C3 computer.

What the C3 computer does do in TT is... crunch firing solutions to make your allies' guns shoot better. So the mislabeling actually is carried over from the TT rules.

The same way "targeting computer" is kind of misnomer. All of the applicable features of a C3 computer have been added in the game without it.





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