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Projectiles, how will they work?


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#1 Steamroller Stig

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Posted 26 March 2012 - 08:30 AM

In previous mech titles shells traveled a straight path and disappeared at their max distance. so I'm wondering if if that'll be the case in this game. It would be really cool if they had arc and projectile velocity but than how would you balance AC20s with AC2s.

the way I'm hoping for is larger projectiles also have a much lower velocity, an AC2 travailing a staggering 2km/sec while an AC20 travels 500m/s

that being said AC10 would be a bit more of a viable sniping weapon provided the pilot is good enough to account for lead and drop.

also with this velocity differences light Gauss rifles and AC2s should be almost necessary to hit good light and medium pilots at a distance.

#2 Trevnor

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Posted 26 March 2012 - 08:41 AM

Well, projectile drop would be really nice, and will probably be implemented, as they are using the CryEngine 3. Seeing a missed Gauss rifle shot bury itself into the ground would be pretty awesome. But, where are you getting the stats for projectile speed? Because 2km/sec is as fast as gauss rifles, and they are the fastest thing in canon...

#3 Mr MEAN

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Posted 26 March 2012 - 08:47 AM

When I Am At Point Blank Range, You Will Not Consider The Variables
But My AC 20's Will Deafen You

'Cause Thats MEAN

#4 Dnarvel

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Posted 26 March 2012 - 08:51 AM

Having a system for projectiles following a real-world ballistics profile would be very nice to have. Compensating for the weapons ballistic profile and leading shots (deflection shooting) would be difficult, but give an edge for those who can do it. As for the different weapons, think AC2= Small bore Rifle, AC20= Howitzer. But I'm not sure how hard the mnechanics of that would be to implement. Its been done in some FPS games, but not sure how it would work for mechs, since the weapon is not in a straight line from vewifinder to target (unless it is head or center torso mounted), and the whole weapon convergence thing will make deflection shots even harder, since you would be leading the target adn the weapon might converge at the builing you are aiming at to lead, thus making your shot more difficult. Aiming a rifle at a target 200m away and trying to lead a target at 150m will not be accurate if full ballistics profiles are accounted for, since the arc of the projectile will not cross the sight line at the target, but hit the target before it meets the sight line, and possibly overshooting it.
just my 0.02. Would be nice to see though.

#5 Sheewa

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Posted 26 March 2012 - 09:01 AM

I like if it will be here for more ralism.
Posted Image
If not, well i'll be happy too :)

#6 Steamroller Stig

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Posted 26 March 2012 - 09:03 AM

View PostLt Trevnor, on 26 March 2012 - 08:41 AM, said:

Well, projectile drop would be really nice, and will probably be implemented, as they are using the CryEngine 3. Seeing a missed Gauss rifle shot bury itself into the ground would be pretty awesome. But, where are you getting the stats for projectile speed? Because 2km/sec is as fast as gauss rifles, and they are the fastest thing in canon...



just using these number for examples, I would sort of expect cannons be be far more potent than they are today, some howitzers today throw a 200 pound shell upwards to 1300m/s.

@
Dnarvel


and you bring up a good point about the aiming system in this game however even in MW4 there was projectile velocity albeit about 2km/s because it will reach the draw distance of 1km in a half second. yet me and many other were capable of leading PPCs and ACs that that range.

the trick is no to have the auto correction after 250 meters or so and past that have them cross at 1km. I think that's how it worked in MW4 I could be wrong.

or we could have gun cams chrohounds style but that's asking a lot.

Edited by Steamroller Stig, 26 March 2012 - 09:05 AM.


#7 Fetladral

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Posted 26 March 2012 - 09:22 AM

They could I guess add a upgrade to targeting computer software or otherwise that adds a leading reticle. purchased individually. in tachyon the fringe you could add modules to your fighters systems to increase energy for lasers and such but the one must have was a module that added a leading box to the HUD. actually alot of the space flight combat sims had one. i would think they had the tech to do that in battletech. the lead could take into account range and enemies current speed. just not sure how they would do that if your own mech has ballistic and energy weapons on it since the energy weapons don't have arc or anything like that. I may be using lead in the wrong sense here. but something along those lines for the arc and it would be a general idea of where to shoot not specific

Edited by Fetladral, 26 March 2012 - 09:23 AM.


#8 Kenyon Burguess

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Posted 26 March 2012 - 09:40 AM

devs discussed this in a previous post. distance will affect the projectile. for more information use the search button

#9 Dnarvel

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Posted 26 March 2012 - 09:42 AM

AS far as I know (or remember) MW4 had projectile velocity, but no arc, so aiming beyond a target and leading it would be a simple straight line lead. Whereas a ballistic profile would take the projectile arc into account for max damage at max range, so aiming beyond the target to lead it "could" create problems, dependning on the profile of the weapon. I may be wrong, I haven't really played MW4 that much to know its game characteristics. And adding a lead reticle would be interesting, albeit utilizing a lot of data to perform (mech speed and direction).

#10 Risky

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Posted 26 March 2012 - 09:47 AM

View PostSheewa, on 26 March 2012 - 09:01 AM, said:

I like if it will be here for more ralism.
Posted Image
If not, well i'll be happy too ^_^


Also depends on what type of slug we're using.

#11 Kaemon

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Posted 26 March 2012 - 09:56 AM

game mechanics don't always follow real life mechanics due to limitations in technology and fun.

Because sometimes not hitting what you're aiming at is not fun.

That is why I mostly use shotguns.

^_^

#12 Dnarvel

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Posted 26 March 2012 - 10:11 AM

View PostKaemon, on 26 March 2012 - 09:56 AM, said:

game mechanics don't always follow real life mechanics due to limitations in technology and fun.

Because sometimes not hitting what you're aiming at is not fun.

That is why I mostly use shotguns.

^_^



Hmmm.... good point, we need a scattergun XD.

#13 CeeKay Boques

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Posted 26 March 2012 - 10:23 AM

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



Hmmm.... good point, we need a scattergun XD.


Like many pieces of advanced technology, Lubalin Ballistics' unique autocannons became LosTech in 2840 during the maelstrom of the early Succession Wars. The Clans however retained the knowledge to produce the advanced materials the LB-X used, and had adapted and expanded the technology to produce LB-X versions of all autocannon classes two decades earlier. Long noted for their affection for autocannons, thanks to the Helm Memory Core the Federated Suns regained the ability to produce the original LB-X 10 in 3035, and using this weapon and Clan-tech salvage were able to introduce Inner Sphere versions of the other LB-X classes in 3058.

#14 Garth Erlam

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Posted 26 March 2012 - 10:25 AM

Quote

Projectiles, how will they work?

Miracles.

#15 Helmer

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Posted 26 March 2012 - 10:31 AM

View PostGarth Erlam, on 26 March 2012 - 10:25 AM, said:

Miracles.


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

Edited by Helmer, 26 March 2012 - 10:46 AM.


#16 ScrewCityChris

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Posted 26 March 2012 - 10:32 AM

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


Magnets.


No clowns please, please, I'm begging you guys! lol

#17 Solis Obscuri

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Posted 26 March 2012 - 10:36 AM

We already have an answer:

View PostInnerSphereNews, on 14 March 2012 - 09:05 AM, said:

Will the ranges of the BattleMechs' weapons - and the relationships between them - be more similar to those from the BattleTech tabletop game (including, perhaps, some implementation of any of the minimum, short, medium, long, and extreme range brackets), or those from the previous MechWarrior computer games? –Strum Wealh

[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.


#18 Acer Lerxt

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Posted 26 March 2012 - 10:43 AM

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

Magnets.


our thoughts strayed constantly, and without boundary?

#19 Helmer

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Posted 26 March 2012 - 10:46 AM

View PostScrewCityChris, on 26 March 2012 - 10:32 AM, said:


No clowns please, please, I'm begging you guys! lol



Blame Garth!!! It's his community!!! ^_^ (And alllllll his fault , ANARCHY!!)

Edited by Helmer, 26 March 2012 - 10:47 AM.


#20 80sGlamRockSensation David Bowie

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Posted 26 March 2012 - 11:10 AM

<Gauss Rifles>

Magnets, how do they work!?





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