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Whats With The Pathetic Ranges In Mwo (And Battletech)


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#21 Mark Nicholson

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Posted 13 April 2018 - 08:24 AM

View Postmad kat, on 12 April 2018 - 01:45 AM, said:

I've often wondered why the ranges of weapons in this game are so...........Pathetic.......


To make the tabletop game fun.
there's an early HBS kickstarter Q&A where Jordan Weisman talks about it (you'll have to hunt it down yourself).
Because of this the lore describes 31st century targeting computers as being total garbage.

However, after all that, the best answer to your question is still Operation Total Freakin' Awesomeness

#22 Chris Lowrey

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Posted 13 April 2018 - 08:56 AM

The other reason as well was to give a proper amount of give / take between ranged combat, and close combat.

I remember a talk Jordan gave that they really wanted to replicate the feeling of those 70's-80's "real robot" anime battles that inspired Battletech. So fights would ideally start with pitched shooting battles but eventually end with rival 'Mechs face to face punching, kicking, and DFAing one another just as much as they where shooting each other. Its hard to facilitate that kind of gameplay interaction when the 'Mechs are shooting each other 3 miles away. The Fluff was then made to cater to the overall design of how they envisioned the game playing out.

#23 Nightbird

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Posted 13 April 2018 - 09:11 AM

Also keep in mind that in MWO, 2 mechs boating ERLL can kill or cripple most mechs in one volley from 1km. It's why attacking on Boreal where you're forced to exposed yourself to such long range fire is disliked. It's why most maps provide ways for you to get close without exposing yourself (polar, frozen city, tourmaline).

#24 CMDR Sunset Shimmer

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Posted 13 April 2018 - 09:12 AM

If you attempt to apply real life logic to Battletech, You're gonna have a bad time.

#25 Nightbird

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Posted 13 April 2018 - 09:37 AM

View PostCMDR Sunset Shimmer, on 13 April 2018 - 09:12 AM, said:

If you attempt to apply real life logic to Battletech, You're gonna have a bad time.


No need to be that general... how would you feel if the ACs went pew and the lasers went boom?

#26 CMDR Sunset Shimmer

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Posted 13 April 2018 - 10:47 AM

View PostNightbird, on 13 April 2018 - 09:37 AM, said:

No need to be that general... how would you feel if the ACs went pew and the lasers went boom?


it's an old joke... but I mean, let's use some common sense.

In battletech, weapons systems work a specific way, it's just that simple. That is the universe constant caveat of the setting. It's 80's bs scifi future inspired by 80's mecha anime.

nothing more. It's also, all built the way it is because game mechanics and balance.

you don't have to like it, but you do have to at least understand that it's a constant in Battletech, and at least it's consistant in that.

#27 Koniving

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Posted 13 April 2018 - 10:52 AM

Edit: See the "EDIT" in bold text.

View Postmad kat, on 12 April 2018 - 01:45 AM, said:

I've often wondered why the ranges of weapons in this game are so...........Pathetic.......

I mean current main battle tanks have guns that supposedly do an equivalent damage to an AC10. Yet a quick Wikipedia of the M1 Abrams for example reveals they can effectively make kills at over 2.5km.

So just look at those numbers. A current main battle tank has a main gun roughly equivalent to an AC10 but can make 'kills' at 6.25 times the ac10's effective base range. Granted armour levels would be different but still.

So the obvious answer is that Battletech and mechwarrior weapons are considerably more powerful than current weapons so much that the AC10/120mm gun comparison simply isn't true with such huge calibres (or masses in the form of missiles) that the projectiles can't go that far. Weapon weights without ammor would lend some credence to this. If that's the case a Heavy machine gun should be capable of killing a current main battle tank surely. MG's another weapon that has laughably short range.

Current missiles like the hellfire, again Wikipedia are capable of just reaching five miles (8K) away and considering they can mounted to drones shouldn't be massively larger than the small LRM's that mechs use albeit in a cluster.

Energy weapons though......well that's another matter as i don't know much to compare it too but again seem pretty poor in range.

What i'm getting at is if a mech appeared in current day times in the distance i'd imagine a couple of Abrams/challengers/leopards or even an Apache would of killed the thing or at least messed it up before it even got into effective range! Gauss and ERPPC's would be the mechs only chance at actually doing noticeable damage.



Here we go.

First: The typical taller mechs are 12 meters tall or less with the tallest being 14.4 meters (shorter than MWO's Centurion.)
For comparison, the length of an M1/A1 Abrams tank is 9.77 meters with the gun being forward.
Posted Image
For visual reference.
So in height, that's
Posted Image
Note how HUGE the TINY Wolfhound is....
http://i.imgur.com/g7JDxEu.png
So there's part of it. Complete misinterpretation of size.

Second...
A huge part of the "accurate range" limitation, is the assumption that your target is going to try to evade your attack. The DI computer under Cockpit under the TechManual describes a machine that will dodge street lights in the middle of a sprint (or swat them out of the way), avoid stepping on cars (they are tripping hazards), shy from shooting through a building if the action requires putting the arm through the building, UNLESS the pilot explicitly intends to do so (thereby avoiding self harm), and will attempt to avoid and deflect all incoming fire with whatever means the mech is able to do so long as it won't throw off its own return fire and the pilot's movement intentions (or the pilot deliberately intends to take the shot, so as to protect something else).

EDIT: Further gameplay proof of this, consider that there are only TWO situations that you can call for "Targeted" shots in BOTH the tabletop game and Harebrained Schemes' Battletech game: When the mech has No Power due to being shut down...where it can't react and dodge... and when the pilot is unconscious, which the TechManual states the mech can only dodge if the pilot wants to. (This is a very specific base AI restriction, which I thought was interesting but odd, however Mechwarrior RPG 1st edition makes a specific mention about how AI is capable of independent action, but not independent thought. Another resource which I need to find again, makes specific mention of how humanity learned its lesson with AI-controlled warships long before Mechs... So yeah, even before the knowhow was lost, there was a pretty big ban on true AI.)

Which brings us to third...
I'll let FASA explain itself.
Posted Image
Basically picture that you're playing "Battletech or MWO", in the middle of Battlefield Bad Company 2... with the extreme amounts of smoke, haze, things exploding, trees soaking up bullets, autocannons pumping HUNDREDS of shells per ton of ammo, missiles giving fairly big boom for the low buck (30,000 bills for 120 missiles, $264,300 which sure beats the 1 missile 1.87 million, or the Stinger Missile [a more fair and comparable equivalent today] being $38,000 per missile or $4,560,000 for 1 ton worth or converted to cbills would be 517,594 (rounded up). A stinger can engage up to 3,810 meters.

So.. Consider that for price.
Now consider this:
A Dire Wolf at the MWO price (17,785,796) is 156,692,862.76 USD.
156 million, 692 thousand, 862 US dollars and 76 cents, 2016 USD to 3052 cbill conversion rate.

Except that's not the BT price.
That's 29,350,000 or 258,573,500 USD.
258 million, 573 thousand, 500 USD.

120 missiles at 1.87 million per missile with the Tomahawk style cruise missiles... would be 224.4 million USD, so that's not very practical.

But beyond this... Its ability tocontinue to put dozens to hundreds of shells
Posted Image
onto the target, just to net the "10" or "5" damage rating against hefty recoil.
More on ACs
ACs have a maximum possible range of 2 kilometers.. Hitting something at 2 kilometers "as small and as manueverable as a Battlemech" at that range, however, is virtually impossible.

Note how difficult it is for World War II tanks using autocannons to land multiple successive hits per 'reload'.
This one might be better.
Now note that Gyro stablization of weapon systems is NOT standard in Battletech. Specific mechs have SPECIFIC mention of when they are, such as the Mongoose
Posted Image
The use of weapon "compensators" that is to say weapon-specific gyroscopic stablization gives +2 accuracy to the weapon and only that specific weapon. In this case there are two such stablized weapons... out of four. That gives the same accuracy in a full run as most mechs have while stationary.

Most mechs lack this. So there's a bit more to that pie.


Lasers thereotically have unlimited range, but the laser degrades in atmosphere through smoke particles, sand, dust, etc. There's also the fact that every mech has "anti-laser aerosol" counter measures (which is apparently what happens when you 'miss', at least some of the time). Not to mention that lasers either have 0.1 to 0.2 second durations but require multiple successive shots in the same area to be effective, or 1 to 2 second long beams.
Posted Image
Note a correction to laser power levels came later.

So, there's a lot of stuff that factors in.

Edited by Koniving, 13 April 2018 - 05:13 PM.


#28 Koniving

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Posted 13 April 2018 - 11:01 AM

View Postmad kat, on 12 April 2018 - 01:45 AM, said:

I mean current main battle tanks have guns that supposedly do an equivalent damage to an AC10. Yet a quick Wikipedia of the M1 Abrams for example reveals they can effectively make kills at over 2.5km.

AC/10 is not the same...

An AC/10 as noted above, shoots many shells to net 10 damage.

Heavy Rifle, the AC's inferior brother, is based on 21st/22nd century Tank Cannons.
The only known example in the novels is 190mm.
It fires one shell per "damage rating", which could get 9 damage but against "modern mech armor" (Barrier Armor Rating of 10, the gun's rating is 7, unlike most 'modern' mech weapons that have ratings of 10, so 10-7 = 3... subtract 3 against armor) it only does 6 damage against armor.
It has identical accurate range to the AC/5. It even weighs 8 tons. Rifles have a maximum range of 3 kilometers. But again, accuracy...not so much in the BT universe. After all, it isn't a stationary weapon, against a stationary and unaware target, with all the time in the world to make the shot.

The Medium Rifle (5) tons is closer to the 4.505533 metric tons of the M1A1's Rheinmetall 120 mm gun. It can do 3 damage against mech armor.
Against "Primitive" armor, much closer to 21st / 22nd century armor supposedly, it does 6 damage and can pierce that armor for through armor criticals.

#29 Brain Cancer

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Posted 13 April 2018 - 11:13 AM

Because if it was realistic ranges, people would have required the floor of a Wal-Mart to set up the maps and you'd be able to shoot people from the other side of MWO ones without trouble, but if the maps WERE realistic sizes to make range matter, you'd be unable to cross a quarter of it before time expired.

#30 Snowbluff

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Posted 13 April 2018 - 11:15 AM

I did the math a while back, and an APFSDS round would have about 1/15 the momentum of a Gauss Rifle round at muzzle.

Anyway, I'm of the school of thought that ECM and mech armor really kind of ruins long range combat. Plus, short range makes the game more playable for more styles.

#31 Nightbird

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Posted 13 April 2018 - 11:34 AM

In short, it's fun to think of the minimum scientific advanced necessary to result in battlemechs.

For me, standard AMS obliterated the roles of cruise missiles and other large homing one shot kill missiles. SRMs and LRMs are only around the size of infantry shoulder carried rockets, are cheap, and their numbers allow them to punch through AMS.

Mechs are only better than tanks due to the fusion engine, granting it more mobility and powering energy weapons, and ablative armor, which means armor thickness is not as necessary as it is today.

#32 FupDup

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Posted 13 April 2018 - 11:37 AM

View PostBrain Cancer, on 13 April 2018 - 11:13 AM, said:

Because if it was realistic ranges, people would have required the floor of a Wal-Mart to set up the maps and you'd be able to shoot people from the other side of MWO ones without trouble, but if the maps WERE realistic sizes to make range matter, you'd be unable to cross a quarter of it before time expired.

Bruh, I already addressed that on the first page. All you gotta do is change each hex to represent 300 (or whatever) meters instead of 30. Physical maps stay the same hex size but the abstracted size increases.

#33 Koniving

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Posted 13 April 2018 - 11:43 AM

View PostFupDup, on 13 April 2018 - 11:37 AM, said:

Bruh, I already addressed that on the first page. All you gotta do is change each hex to represent 300 (or whatever) meters instead of 30. Physical maps stay the same hex size but the abstracted size increases.

Issue comes up with movement.

Take a 4/6 mech, now try to get somewhere.

6 hexes = 180 meters.
So that's point 6 of the way getting into the next hex.

#34 FupDup

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Posted 13 April 2018 - 11:45 AM

View PostKoniving, on 13 April 2018 - 11:43 AM, said:

Issue comes up with movement.

Take a 4/6 mech, now try to get somewhere.

6 hexes = 180 meters.
So that's point 6 of the way getting into the next hex.

Why would the hexes for movement get changed? A 4/6 mech could still walk 4 or run 6. All that changes is that the abstracted distance moved has increased, but the physical table space you move would remain unchanged.

#35 Nightbird

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Posted 13 April 2018 - 11:52 AM

View PostFupDup, on 13 April 2018 - 11:45 AM, said:

Why would the hexes for movement get changed? A 4/6 mech could still walk 4 or run 6. All that changes is that the abstracted distance moved has increased, but the physical table space you move would remain unchanged.


Because then your mech will be 'walking' faster than airplanes, and there's no point to increasing the hex size since the only intent/purpose to do so is to increase the time ot takes for a mech to close distance.

Edited by Nightbird, 13 April 2018 - 11:52 AM.


#36 jss78

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Posted 13 April 2018 - 11:55 AM

Basically, the effective ranges had to brought down to make the game practically playable and interesting.

Say you want a mech model able to move a few hexes within the time they engage in ranged fire. If ranges were realistic, the gaming board would be the size of your house. In effect, there would be no movement, only shooting.

With effective ranges really short, the 'mechs can actually manoeuvre relative to one another, during the time frame of a typical game. Also engaging in melee is often attractive. These two give TT a lot of its essential character.

Lots of things might be better about tabletop BT, but the core combat rules have actually stood the test of time REALLY well.

Edited by jss78, 13 April 2018 - 11:56 AM.


#37 MechaBattler

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Posted 13 April 2018 - 12:03 PM

The same criticism is made about World of Tanks. The answer is always that it's for the sake of fun gameplay.

#38 Brain Cancer

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Posted 13 April 2018 - 01:00 PM

View PostFupDup, on 13 April 2018 - 11:45 AM, said:

Why would the hexes for movement get changed? A 4/6 mech could still walk 4 or run 6. All that changes is that the abstracted distance moved has increased, but the physical table space you move would remain unchanged.


Four 30m hexes vs. four 300m hexes is a tenfold increase in speed.

One is moving at normal ground vehicle speeds. The other one is moving somewhere near aerospace fighter speeds instead (where weapon ranges tend to be considerably closer to "real").

A low altitude air map has 0.5km (1 BattleTech ground board) per hex. That's about 17 ground hexes per air hex, and yes weapons do have the same range in hexes meaning they do go further.

A high altitude / space map has 18km (36 ground boards, 600 ground hexes) per hex. Up there, they REALLY go further.

Edited by Brain Cancer, 13 April 2018 - 01:00 PM.


#39 FupDup

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Posted 13 April 2018 - 01:03 PM

View PostBrain Cancer, on 13 April 2018 - 01:00 PM, said:

Four 30m hexes vs. four 300m hexes is a tenfold increase in speed.

One is moving at normal ground vehicle speeds. The other one is moving somewhere near aerospace fighter speeds instead (where weapon ranges tend to be considerably closer to "real").

A low altitude air map has 0.5km (1 BattleTech ground board) per hex. That's about 17 ground hexes per air hex, and yes weapons do have the same range in hexes meaning they do go further.

A high altitude / space map has 18km (36 ground boards, 600 ground hexes) per hex. Up there, they REALLY go further.

Easy fix for that is to then correspondingly increase the amount of time that each "turn" represents to cancel out the greater distance.

#40 Bombast

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Posted 13 April 2018 - 01:11 PM

View PostFupDup, on 13 April 2018 - 01:03 PM, said:

Easy fix for that is to then correspondingly increase the amount of time that each "turn" represents to cancel out the greater distance.


Queue new thread: "Why does it take so long for a Battlemech to fire it's weapons? Once per minute? Has autoloading technology really slipped that far?





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