Jump to content

Projectiles, how will they work?


28 replies to this topic

#21 Fetladral

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 525 posts
  • LocationAsgard

Posted 26 March 2012 - 11:39 AM

View PostHelmer, on 26 March 2012 - 10:31 AM, said:


Magnets. (Oh and Magic... and Rainbows)



You forgot unicorns. so does this mean that i can pull out a trap card to steer my AC 20 round into an atlas' cockpit?

#22 Solis Obscuri

    Don't Care How I Want It Now!

  • PipPipPipPipPipPipPipPipPip
  • The DeathRain
  • The DeathRain
  • 4,751 posts
  • LocationPomme de Terre

Posted 26 March 2012 - 12:13 PM

View Postmwhighlander, on 26 March 2012 - 11:10 AM, said:

<Gauss Rifles> Magnets, how do they work!?

Wait, Gauss Rifles are made from giraffes? ^_^

#23 Blizzard99

    Member

  • Pip
  • 10 posts

Posted 26 March 2012 - 01:29 PM

Whilst I hope certain things such as recoil and scatter are modelled, I'm not as fussed by the ballistic aspect, as it's been pointed out; engagements in the BT universe take place at ranges where this is not such an important factor unless considering artillery! Likewise targeting computers should be able to compensate for drop whilst within their effective ranges.

Besides, if it's to be modelled as a simulation, how will the Dev's take into account the masses of the different planets and subsequent effect that has on the gravitational acceleration on each? Not even including planets (or even the differences between sea levels and mountains) where atmospheres will be of different densities, resulting in different resultant drags for the projectiles. I'd rather they wasted that effort trolling the forums!

Seems a little unnecessary for something that won't have that much affect within your combat range. Its not like you're trying to hit a head sized target with a .308 at 1000 metres.

#24 Tannhauser Gate

    Member

  • PipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 1,302 posts
  • LocationAttack ship off the Shoulder of Orion

Posted 26 March 2012 - 01:43 PM

Projectiles, how will they work? They will emerge from my weapon at a considerable rate of speed and fly through explosions and carnage before they break through your cockpit and pass through your skull. Am I right?

#25 Wolf Hreda

    Member

  • PipPipPipPipPip
  • The Steadfast
  • The Steadfast
  • 196 posts
  • LocationHesperia, CA

Posted 26 March 2012 - 01:57 PM

This is why I love MWLL. There is a trajectory arc to the autocannons. I regularly have to fire the Uller's CUAC-10 past its 550m max range. Leading and elevating is just part of increasing your battle skills.

#26 Fachxphyre

    Member

  • PipPipPip
  • Philanthropist
  • Philanthropist
  • 80 posts

Posted 26 March 2012 - 02:51 PM

magnets are my hobby

#27 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 26 March 2012 - 03:49 PM

Bump to merge with http://mwomercs.com/...ic-projectiles/

#28 Steamroller Stig

    Member

  • PipPipPip
  • 91 posts

Posted 27 March 2012 - 11:37 AM

View PostBlizzard99, on 26 March 2012 - 01:29 PM, said:

Whilst I hope certain things such as recoil and scatter are modelled, I'm not as fussed by the ballistic aspect, as it's been pointed out; engagements in the BT universe take place at ranges where this is not such an important factor unless considering artillery! Likewise targeting computers should be able to compensate for drop whilst within their effective ranges.

Besides, if it's to be modelled as a simulation, how will the Dev's take into account the masses of the different planets and subsequent effect that has on the gravitational acceleration on each? Not even including planets (or even the differences between sea levels and mountains) where atmospheres will be of different densities, resulting in different resultant drags for the projectiles. I'd rather they wasted that effort trolling the forums!

Seems a little unnecessary for something that won't have that much affect within your combat range. Its not like you're trying to hit a head sized target with a .308 at 1000 metres.


incidentally the traditional draw distance targeting distance in MW games is 1000 meters.

besides I hope to god there is no random spread, I really would rather drop or recoil which you could account for instead on leaving gunfights up to lady luck.

#29 Steamroller Stig

    Member

  • PipPipPip
  • 91 posts

Posted 27 March 2012 - 11:40 AM

View PostWolf Hreda, on 26 March 2012 - 01:57 PM, said:

This is why I love MWLL. There is a trajectory arc to the autocannons. I regularly have to fire the Uller's CUAC-10 past its 550m max range. Leading and elevating is just part of increasing your battle skills.


I have always been curious how that game balances the auto cannons. do heavier shells travel slower then lighter ones? if not whats to stop someone from lobbing an AC20 at you from a click away? is there damage fall off or what?

or dose is use the volume of fire verse high alpha with high skill demands form of balance.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users