

PPC style in MWO
#101
Posted 24 January 2012 - 11:36 AM
With a big sparky bang thing on impact and a muzzle flash.
Add a really high pitched crack accompanied with a bassy thump a fraction of a second afterwards...
Plus make the mech wobble slightly with the force of firing it.
That's my 2c
#102
Posted 24 January 2012 - 02:58 PM
Zervziel, on 17 January 2012 - 02:02 PM, said:
You want to put a picture of Mel Gibson... bent over... with his kilt hiked up... on your fist????

Liam, on 17 January 2012 - 06:05 PM, said:

Fyrwulf, on 17 January 2012 - 09:02 PM, said:
So why are we still sitting around discussing this? Let's go accelerate some particles!!!

#103
Posted 24 January 2012 - 10:27 PM
#104
Posted 24 January 2012 - 11:15 PM
#105
Posted 24 January 2012 - 11:49 PM
EDIT:
Solis Obscuri, on 24 January 2012 - 02:58 PM, said:

So why are we still sitting around discussing this? Let's go accelerate some particles!!!

Yeah, I'll be at CERN.

Edited by Longinus Leichenberg, 25 January 2012 - 12:42 AM.
#106
Posted 25 January 2012 - 01:39 AM
on 10 second
#107
Posted 25 January 2012 - 04:23 AM
Lima Zulu, on 25 January 2012 - 01:39 AM, said:
on 10 second
That is a rather nice visual effect, for what would be a "ball-type" PPC.
In fact, earlier in the thread I proposed there being different visual effects as a result of "brand/make/model":
Strum Wealh, on 13 January 2012 - 11:53 AM, said:
Example:
- Manga Hellstar Mk.I PPC fires a bolt/ball of particles at slightly-shorter-than-average range while producing higher recoil on the firing 'Mech, more "knock" against the target, and more-intense-than-average HUD static.
- Ceres Arms Smasher Mk.I PPC fires a "lightning bolt" at a slightly-longer-than-average range while producing lower recoil on the firing 'Mech, less "knock" against the target, and less-intense-than-average HUD static.
- Kinslaughter Mk.I PPC fires a stream/beam at average range, produces average recoil, produces average knock and average HUD static, but the beam has an extended duration (1.0-1.5 sec) and continuous damage across the beam's duration (as opposed to the damage being "front-loaded") that can can be "walked" over a target (or across targets) like a MW3 pulse laser or MW4 LCBL.
Mk. II and up would improve some aspect or aspects of the base model (but not all aspects).
Damage per salvo and ROF would be consistent across brands and makes/models.
Also, with regard to the travel time issue...
Strum Wealh, on 24 January 2012 - 05:44 PM, said:
I wasn't able to find a concrete definition for "relativistic velocity", but "at a speed of 13,400,000 m/s (30 million mph, 0.0447c), the length is 99.9% of the length at rest; at a speed of 42,300,000 m/s (95 million mph, 0.141c), the length is still 99%", stated in regard to the Lorentz–Fitzgerald contraction.
So, if we are (IMO) very conservative and assume that "relativistic velocity" of a PPC's salvo is on the order of 0.010c (1% of the speed of light; 2,997,924.58 m/s or 9,835,710.56 ft/sec), we get the following times-to-target:
IS Standard PPC (range: 540 meters): 0.000180124611 seconds
IS and Clan ER PPC (range: 690 meters): 0.000230159226 seconds
In that time-frame (two ten-thousandths of one second), one of the fastest 'Mechs running at top speed (the Fire Moth, at 60 m/s) would have displaced itself approximately 0.0138095536 meters (1.3 cm, or ~0.54 inches).
I think it would be fairly safe to say that PPCs would also be, for all intents and purposes, "hit-scan" weapons...

Even if the proposed projectile speed is halved (0.005c; one-half of one percent of the speed of light) and the range multiplied by a factor of 10 (to 6900 meters), an ER-PPC would require a lead of less than 1 foot (26 cm or 10.8 inches, to be exact) to hit some of the fastest 'Mechs, moving at top speed, at max range.
While not nearly as fast as a laser beam (1.0c; light-speed), a PPC salvo should/would still be fast enough to effectively make PPCs "hit-scan" weapons at normal BattleMech combat distances (less than 1000 meters).
Your thoughts?
#108
Posted 25 January 2012 - 04:59 AM
Edit: In regard to Strum Wealh's comments, I think that PPCs should travel at those extremely high velocites. It is an energy weapon after all, and while the shot is incredably fast and long range, it has a major heat drawback. Do I love PPCs? Yes, they are probably my weapon of choice. But lets face it, PPCs are always described as three things: Fast as lightning, hard-hitting, and HOT to use. The way it should be.
Edited by Alaric Wolf Kerensky, 25 January 2012 - 05:08 AM.
#109
Posted 25 January 2012 - 09:02 AM
Strum Wealh, on 25 January 2012 - 04:23 AM, said:
While not nearly as fast as a laser beam (1.0c; light-speed), a PPC salvo should/would still be fast enough to effectively make PPCs "hit-scan" weapons at normal BattleMech combat distances (less than 1000 meters).
Your thoughts?
A bit fail, imho. So PPC hits harder and further than Large Laser and has almost the same travel time, but its heavier and larger. So PPC literally just becomes Super Extra Large Laser. While there is a quite number of implementation in MW games, PPC and Lasers always were something VERY different. So I believe MWO shouldn't be an exeption.
#110
Posted 25 January 2012 - 09:57 AM
Hitscan doesn't mean pinpoint accuracy. You could still have damage spread even with hitscan.
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A bit fail, imho. So PPC hits harder and further than Large Laser and has almost the same travel time, but its heavier and larger. So PPC literally just becomes Super Extra Large Laser. While there is a quite number of implementation in MW games, PPC and Lasers always were something VERY different. So I believe MWO shouldn't be an exeption.
You do realize that in the TT, PPC and lasers were only distinguished by damage, range, heat, tonnage, ect.... but projectile speed was not one of them (obviously you were just rolling a dice). PPCs were effectively extra large laser (minus some minor differences)
Yea pretty much each MW game handled PPC projectile speed differently. Some were slow as balls (litterally!) some were much, much faster. It was up to the developers of the game to decide how to interpet PPCs.
...but lets focus on the gameplay implications instead....not what was traditionally done in the past.
Edited by =Outlaw=, 25 January 2012 - 10:21 AM.
#111
Posted 25 January 2012 - 01:31 PM
Lima Zulu, on 25 January 2012 - 09:02 AM, said:
=Outlaw=, on 25 January 2012 - 09:57 AM, said:
Lasers and PPCs are very different from one another, and are distinguished by their working mechanisms, game stats (as Outlaw states), and other effects.
Lasers fire highly-coherent beams of photons (massless (no rest mass), electrically-neutral "Bosonic" particles that make up light), and apply damage primarily through thermal effects (very localized heating of part of a target to its melting or vaporization point, with the rapid evaporation and expansion of the surface causing additional damage the target through thermal shock in addition to the loss of material from a target's surface) with very, very little effect from momentum transfer (momentum of a photon: p = h/λ) or kinetic energy (E = p*c).
Because photons are massless, lasers would not have any significant recoil.
The photons emitted by a laser travel at the speed of light (c; equal to 299,792,458 meters per second).
PPCs, on the other hand, are a form of particle beam weapon or ion cannon (or some combination thereof, depending on which works and author one is referencing) that fires a beam or bolt of typically-"Fermionic" particles (electrons, protons, neutrons, their respective antiparticles, alpha particles (essentially Helium atoms stripped of their electrons), and so on) and apply damage primarily through kinetic energy and momentum transfer (KE = 0.5*m*v^2 and p = m*v; expected KE values are apparently on the order of ~1 gigajoule - as a point of reference, the kinetic energy of a 1000kg car travelling at 160kph is about 1/1000 of 1 gigajoule) as well as thermal effects (vaporization and thermal stress, like a laser) and electromagnetic effects (shorting out instruments and power systems, much like when aircraft were hit by lightning before lightning protection systems were developed).
The particles fired by PBWs and ion cannons have mass in the conventional sense (albeit rather little; protons and neutrons have a mass of 1.67x10^(-27) kg, electrons have a mass of 9.11x10^(-31) kg, and alpha particles have a mass of 1.67x10^(-27) kg), with velocities near to (but not equal to) the speed of light (299,792,458 m/s).
As such, PBWs and ion cannons (like PPCs) would (unlike lasers) have recoil and require appropriate compensation measures.
So, while lasers and PPCs may have some superficial similarities as a result of both being forms of directed energy weapons, but the similarities are just that - superficial.
Yay for Science...?

=Outlaw=, on 25 January 2012 - 09:57 AM, said:
Yea pretty much each MW game handled PPC projectile speed differently. Some were slow as balls (litterally!) some were much, much faster. It was up to the developers of the game to decide how to interpet PPCs.
...but lets focus on the gameplay implications instead....not what was traditionally done in the past.
IMO, PPC salvos (whether they take the form of a ball, a beam, or a bolt) should be very fast-moving (faster than a Gauss Rifle slug but not as fast as a laser beam) and hard-hitting (causes noticeable-to-significant "knock" to the target, depending on conditions), and result in both substantial recoil and heating in the firing unit and electrical effects (interference for HUD and instruments) and minor overall heating in the target.
(By contrast, lasers should/would produce little-to-no knock, have no recoil for the firing unit, and produce very little (if any) overall heating to the target and no electrical effects to the target.)
Your thoughts?
Edited by Strum Wealh, 25 January 2012 - 04:21 PM.
#112
Posted 25 January 2012 - 03:25 PM
take the same amount of energy for acceleration of proton and you will end with 2 % of c.
if you take something heavy as PPC propellant, let say cesium ... you will end with same acceleration energy by 0.2 % of c, which is still very fast. Howevery simplified and without relativistic aspects ...
I really would like to see some capacitors that can store 1 GJ in a small mech package

I really would like to see acceleration tube ( < 6 m long) which accelerates charged ions to 0.9 of c ...
And yeah there is atmosphere which would absorb almost all energy by producing nice plasma cloud without a plasma channel.
However to me LIPC (laser induced plasma channel) electron weapon is the most feasible PPC concept ... fast electrons which uses plasma as a conductive tunnel ... directed lightning.
EDIT: I like MWLL PPC ... looks like electron LIPC.
Edited by Liam, 25 January 2012 - 03:26 PM.
#113
Posted 25 January 2012 - 04:33 PM
Edited by =Outlaw=, 25 January 2012 - 04:34 PM.
#114
Posted 26 January 2012 - 02:04 AM
=Outlaw=, on 25 January 2012 - 09:57 AM, said:
Well, at this point, travel time does not matter in TT at all. But simulator videogame is quite different.
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I'd say, if game has "MechWarrior" (or any other series) title - it should have some traiditional (for this series) things in order to keep continuity along with fresh ideas to pick people's interest.
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:thumbsup:
#115
Posted 26 January 2012 - 07:33 AM
you Get a Flash at the weapon end(kick) and a Flash on the target...Nothing between...
Something different.
#116
Posted 26 January 2012 - 10:03 AM
#117
Posted 26 January 2012 - 02:17 PM
Sound wise it should first sound like a low pitched hissing sound followed by the crackling of thunder followed by a releasing hissing sound like he brakes of a truck after stopping.
The inner barrel should show a faint glow, not the whole barrel or the tip of it.
The PPC is the only Weapon that realy is unique in Battletech. It is the one weapon that only Battletech has. It should be visible and extending the effect throu means of a slight delay like discribed above would make it realy visible and stand out.
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