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#1 Name140704

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Posted 14 March 2012 - 07:17 PM

[DAVID] With minimum ranges, it depends on how justified we can be in putting them into the game without them being silly. For PPCs, there’s mentions in the lore about they don’t reach a full charge at close ranges so as not to damage the attacker’s own electronic systems. LRMs, being meant for long range, do not necessarily arm before they clear a certain distance. But it’s harder to justify why you can’t accurately fire an Autocannon/2 or Autocannon/5 up close, other than it was a balance to their long range in the tabletop game, so they won’t be affected by any sort of minimum range. The tabletop long ranges, on the other hand, we’re interpreting as the maximum effective range. Lasers, AC slugs, and whatnot will travel past this range, but will begin to do less and less damage, and the effects of gravity on any sort of physical projectile will make it harder to hit your target. Missiles reaching the limits of their range will automatically detonate.


I think this is an amazing way to deal with TT to MW. It will make a 'mech like the Jagermech a lot more viable, as well as other AC/2 and AC/5 dependent designs.

#2 BarHaid

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Posted 14 March 2012 - 07:40 PM

Yes! This makes me very happy. Minimum ranges on ballistics Is one of my biggest TT peeves. And this should finally help give the AC/5 some pros vs the PPC other than heat issues. The AC/2 still needs something, though.





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