IS tech, only the isERPPC and Snub-nose PPC have no min range. The others do not damage under 90m, thanks to PGI "translation" of having a higher difficulty of hitting a target in TT where that is determined by the roll of dice to not doing any damage at all in a FPS and items hitting where the cross hairs line up for most weapons.
For the TT, under 90m equated to +1 (3 hexes away), +2 (2 hex) or +3 (1 hex) being added to gunnery skill+ other modifiers to determine a hit/miss. Then if a hit, dice to determine location.
Thanks PGI...
Below is only part of the equation. Total gunnery is range to target + minimum range modifers (as shown below), then attacker movement (walk, run,jump), target movement (number of hexes moved, not number of movement points spent), terrain modifiers, plus heat scale/damage modifiers.
So target mech moved 8 total hexes (+3) to 2 hexes (+2) before the attacker. The attacker had jumped (+3) to its possible. Attacker has +4 gunnery.
4+2+3+3 = 12 (2 x 6-sided dice) Heat scale is at 5 heat (+0) and no sensor/shoulder/upper-lower arm actuator and no terrain modifiers. The attacker would need to roll 12 for a hit, afterwards he would roll for location if he does hit.
In MWO there is no dice, gunnery skill essentially becomes a +0 or even a negative. if the crosshairs is on a mech at 90m it is going to hit, the crosshairs simply determines location, unless PGI added Bloom effect
and/or reduced damage/feedback.
Quote
In the Minimum Range diagram below, a 'Mech mounts a particle projector canon (PPC), which has a minimum effective range of three hexes. If the 'Mech is firing the PPC at a target unit three hexes away, the modifier would be +1 (3 (minimum range) – 3 (target range) +1 = 1). If the target unit is only two hexes away, the modifier is +2 (3 (minimum range) – 2 (target range) +1 = 2). If the target is one hex away, the modifier is +3 (3 (minimum range) – 1 (target range) +1 = 3); these numbers assume a Gunnery Skill of 4.
If the ’Mech in the above example allows its target to move to within 2 hexes of its position, the player must modify the BattleMech’s to-hit number because the target stands inside its weapon’s minimum effective range. The Base ToHit Number is 4 because the MechWarrior’s Gunnery Skill Level is 4, and the Minimum Range Modifier is +2. This gives the attacking ’Mech a Modified To-Hit Number of 6, the same as if the target were at medium range.
Edited by Tarl Cabot, 20 March 2018 - 05:58 PM.