Victor Morson, on 08 May 2012 - 03:54 AM, said:
..... the one I want explained is why in God's name an AC/5 has a minimum range. That one is just confusing.
Light shell with too high muzzle velocity causes the armour piercing cap to shatter at close range against the hard armour on a battlemech. Thus the shell explodes outside without achieving the typical partial penetration and doesn't do as much damage. This is not official explanation or anything, just something I came up right now. In real life, shell shatter is more of a mid range problem (during WW2, it existed as a gap between longer range where you would penetrate and point blank range were you would also penetrate).
But unless I'm mistaken one of the devs said somewhere that minimum range on small autocannons may not be modelled in MW:O.
Leetskeet, on 08 May 2012 - 02:57 AM, said:
I understand that they're trying to break from the snipe matches that happened every so often in the previous Mechwarrior games, and 640 meters probably seems like a long way on a table when you're playing in turns with hexes, but I'm going to have to tell you that that distance is absolutely nothing in a Mechwarrior game.
You can go from outside of LRM-20's firing distance to inside the miniumum distance within one turn with very fast 'mech in TT, if the situation/terrain is ideal. LRMs were also not very long ranged (when compared to later titles) in MW:2 at 630m. Neither were they in Mech Commander games as far as I can remember. Still, they definitely were long ranged weapons in both titles.
In the end, MW:O is not going to be a rehash of MW:4 or MW:LL which augmented all weapon ranges when compared to the source material. We'll eventually see how it works out in practise. It's all about balance between long and short range weapons and between mobility and long range firepower. I would point out that 'mechs will be a
lot slower in general than they were in MW:4.
Edited by Gigaton, 08 May 2012 - 04:47 AM.