Wildstreak, on 19 March 2021 - 07:50 PM, said:
You missed stuff that is posted.
Note underlined text.
Using in minimum range was optional in TT.
No damage in minimum range is NOT PGI. (YES IT IS!!!!)
Yes IS LRMs did have 0 damage within 120 meters, Hot Loading was also optional.
What does the following provide? PGI made a decision that Battletech minimum range would mean different things, dependent on the weapon system, in MWO, which a number of players are not happy with. Instead of using the BT setup to add a useful flavor they made it a null spot but only for some weapon systems. I wonder if PGI tops were simply horrible gunners with the boardgame
Minimum range weapons for BT (in hexes). For Clanners' LRM not having a minimum range meant they usually better off taking LRM instead of SRM for greater range and To-Hit modifiers.
For IS.. now image if AC2/5 and All GR versions did no damage under minimum ranges...
isLRM - 6 (180m)
AC2 - 4 (120m)
AC5- 3 (90m)
LB 2xac - 4 (120m) both IS/C
LB 5xac - 3 (90m) both IS/C
UAC2 - 3 (90m)
cUAC2 - 2 (60m)
UAC5 - 2 (60m)
PPC - 3 (90m)
Gauss Rifle - 2 (60m) both IS/C
HGR - 4 (120m)
IHGR - 3 (90m)
LGR - 3 (90m)
ATM - 4 (120m)
Minimum range in Battletech did not mean no damage at all, it simply meant it became more difficult to hit the target due to having a higher To-Hit number for a hit., when all the modifiers and penalties were included. The standard PPC's have a minimum range of 3 as an example, at range 3 the attack roll takes a +1 minimum range penalty, +2 at range 2, and +3 at range 1.
Some of the following is from the BT Introductory Rules
https://www.darkagep...uctoryRules.pdf
Some weapons, such as particle projector cannons, autocannons and long-range missiles (LRMs), are designed to be
fired at long-range targets. When fired at close-range targets, they lose much of their effectiveness. The minimum effective range of each available weapon—the range at which the weapon becomes less effective than normal—appears on the
Weapons and Equipment Table, p. 60. *Battletech Introductory Rules*
Players can use the following formula to determine the minimum range modifier: [Min. Range] – [Target Range] + 1 =
Minimum Range Modifier.
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.
The Atlas is launching its LRMs at the JagerMech. The range to the target is 4 hexes, which is short range for that weapon, but the LRMs have a minimum range of 6. This means there is a Minimum Range Modifier of +3 applied to the attack. The Atlas did not move, so no attacker movement modifier is applied. The JagerMech spent 5 MP running, but only traveled 2 hexes, so there is also no target movement modifier applied. The Modified To-Hit Number for the LRM attack is 7 (Base 4 + Minimum Range 3 = 7).
And from the Tactical Manual
The minimum range of LRMs under standard rules reflects the time required for the missles' internal guidance system to lock onto their targets and for their explosive pyalods to arm. Hot-loading rules enable a player to arm the warheads of LRMs before the missiles are fired,
and so hot-loaded LRMs have no minimum range modifier.
Edited by Tarl Cabot, 20 March 2021 - 06:30 PM.