Guns With Secondary Fireing
#1
Posted 16 March 2018 - 11:31 AM
so my question is why?
Weapon List, check
selection option check
option to switch AMS off so it can also switch weapon From A to B. check
simple google cryengine came to codding.
Fire
[color=#333333]
Code\GameSDK\GameDll\FireModeParams.cpp[/color]
ammo_type <string> "" The name of the bullet script that the weapon will fire. For the SDK Rifle, this is "RifleBullet" and the script is defined in: Items/XML/Ammos/RifleBullet.xml
so ahh why cant Pgi not do?
#2
Posted 16 March 2018 - 11:35 AM
Edited by dario03, 16 March 2018 - 11:37 AM.
#3
Posted 16 March 2018 - 11:37 AM
Because lets be honest - Trying to manage alternative ammo for as many weapons as people boat would be a nightmare if included.
#4
Posted 16 March 2018 - 11:39 AM
dario03, on 16 March 2018 - 11:35 AM, said:
Because it also has a maximum number of weapons the HUD can handle, IIRC 16. Having one weapon take up two spaces would effectively chew up those spaces. Also, knowing PGI either all of your LB's would have to be cluster mode or standard solid shot.
#5
Posted 16 March 2018 - 11:42 AM
Brain Cancer, on 16 March 2018 - 11:39 AM, said:
Because it also has a maximum number of weapons the HUD can handle, IIRC 16. Having one weapon take up two spaces would effectively chew up those spaces. Also, knowing PGI either all of your LB's would have to be cluster mode or standard solid shot.
They would share the same slot
Just like ECM from Counter to Disrupt
#6
Posted 16 March 2018 - 11:43 AM
#8
Posted 16 March 2018 - 12:05 PM
#9
Posted 16 March 2018 - 12:19 PM
120mm, on 16 March 2018 - 11:43 AM, said:
You mean which should?
LB-X, ATMs,
Heck, machineguns have alt-fire modes in tabletop, a no-heat low ROF and a heat-em-up higher ROF mode.
And of course standard ACs, which get to use a variety of ammo that can't exist in MWO because there's no ammo switching. And LRMs. And SRMs for the same reasons. And NARC (explosive pods, haywire, etc).
Even flamers are supposed to be dual-mode: damage or heat.
Weapons lose a lot of depth because they're stuck in one mode.
#10
Posted 16 March 2018 - 12:28 PM
Bombast, on 16 March 2018 - 12:00 PM, said:
SRM
LRM
AC
LB-X
NARC
That are in the game at the moment, anyway.
Most of these weapons have more than two ammo types, so it's less switching between them than cycling between multiple ammo types.
Although I think LRMs would benefit hugely from being able to use multiple kinds of ammo. Why? Minefields. LRMs are the goto weapon for deploying and clearing them. Clever use of mine fields can reshape the battlefield as far as good and bad fighting positions go.
OTOH, if PGI were going to include minefields, I think there would have been a consumable for it by now.
Which isn't to say that other ammo types aren't useful.
Inferno SRMs - SRMs that deal heat instead of damage, like Flamers!
Armor Piercing Ammo - Has chance of dealing internal critical damage through intact armor. Has half the ammo count per ton compared to standard ammo. Standard ACs only.
Guided AC Ammo - Also standard ACs only. Has a lock on mechanic like LRMs, but not the arcing fire. Shots fired will follow the target if you have a lock, but have a lousy turn rate just good enough to turn a near miss into a hit.
LB-X solid shot - Welp... the IS AC-10 is now obsolete... if it didn't have its own alt ammo above. Would anyone in this game even use cluster ammo if solid shot were available?
NARC explosive shot - Fires an actual damaging missile instead of a tracking beacon, so the NARC isn't entirely useless if no one in the PUG brought LRMs.
#11
Posted 16 March 2018 - 01:05 PM
evilauthor, on 16 March 2018 - 12:28 PM, said:
Most of these weapons have more than two ammo types, so it's less switching between them than cycling between multiple ammo types.
Although I think LRMs would benefit hugely from being able to use multiple kinds of ammo. Why? Minefields. LRMs are the goto weapon for deploying and clearing them. Clever use of mine fields can reshape the battlefield as far as good and bad fighting positions go.
Swarm munitions would turn LRMs fired into deathballs into AOE weaponry, as missiles that don't designate the target pick up secondary targets nearby instead and aim for them.
#12
Posted 16 March 2018 - 02:41 PM
Brain Cancer, on 16 March 2018 - 11:39 AM, said:
Because it also has a maximum number of weapons the HUD can handle, IIRC 16. Having one weapon take up two spaces would effectively chew up those spaces. Also, knowing PGI either all of your LB's would have to be cluster mode or standard solid shot.
I really don't see this being part of the real problem. The most LB-X ACs feasibly mountable is ~4, meaning you're going to "chew up" an extra ~4 slots, and leave yourself with right around 8 slots of wiggle room within the 16 slot limit. Provided this 16 slot limit is a hard limit beyond which the Mechlab will not allow you to mount further weapons, it really doesn't sound like an issue at all to me, to be limited to 4 LB-X ACs plus another 8 weapons of your choosing...
#13
Posted 16 March 2018 - 02:53 PM
Throe, on 16 March 2018 - 02:41 PM, said:
I really don't see this being part of the real problem. The most LB-X ACs feasibly mountable is ~4, meaning you're going to "chew up" an extra ~4 slots, and leave yourself with right around 8 slots of wiggle room within the 16 slot limit. Provided this 16 slot limit is a hard limit beyond which the Mechlab will not allow you to mount further weapons, it really doesn't sound like an issue at all to me, to be limited to 4 LB-X ACs plus another 8 weapons of your choosing...
https://mwo.smurfy-n...cc9f9569aa23b37
I'm sorry, what was that?
Plus, if we go with ammo switching, there's a long, long list of weapons that would then also need the same treatment. Multiple smaller missile launchers like ATMs (which are actually 3 different ammo types) would choke the system.
#14
Posted 16 March 2018 - 03:02 PM
I don't really know though.
#16
Posted 16 March 2018 - 03:15 PM
Seranov, on 16 March 2018 - 03:05 PM, said:
They have the E.Y.E Divine Cybermancy SMG fire modes? Full auto and F U L L A U T O!
Basically, you can set MGs to no-heat (standard stats) or high ROF mode, which isn't as controlled firepower-wise but has a good chance each turn of dealing extra damage and burning ammo accordingly.
High ROF mode you roll 1d6 (1d6-1 for LMG, 1d6+1 for HMG). Generate that much heat, deliver that much damage instead of the normal amount, expend ammo equal to triple the damage. The equivalent in MWO would be having your MGs go into a spinup mode like RACs, generating higher ROF and heat after a certain point in the bar is reached (and IMHO, jamming if you max the bar).
Edited by Brain Cancer, 16 March 2018 - 03:15 PM.
#17
Posted 16 March 2018 - 06:15 PM
That aside, with optional TT rules, L-/AMS could be toggled to offensive mode and fired as a normal weapon (but it doesn't intercept missiles while in offensive mode).
#18
Posted 16 March 2018 - 10:27 PM
#19
Posted 17 March 2018 - 11:20 AM
we cant have weapons with two different firing modes that use two different ammo types
so like it would be possible to have a CLBX switch between slug and cluster rounds. But both firing modes would have to use the same ammo type.
its not canon with battletech, but PGI should do it anyway.
Edited by Khobai, 17 March 2018 - 11:21 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users