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Weapon Firing Modes


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#1 Stinger

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Posted 02 November 2011 - 05:49 PM

How do we all want our weapons to fire?

For example, every laser in MW2 was like a pulse with travel time, and pulse lasers were just faster versions of the regular lasers. Where in MW4 we had instant hit beam lasers, and pulse lasers that where also essentially beam lasers.

Also, autocannons, how should they fire? MW2 had it pretty far off with and AC-20 being able to fire everything in half a second. But I didn't care for MW4 much either, which made every AC shot a single shot with an animation of firing multiple rounds.

And don't forget every different type of LRM/SRM from all the games.

What do you all think?

#2 theginganinja

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Posted 02 November 2011 - 05:58 PM

Well, let's break it down by weapon type...
Lasers: I prefer the MW4 version. Light is the fastest thing in the universe - even at the longest ranges the game is likely to feature, there would be virtually no travel time. Meanwhile, the tabletop game material I have seen has said that pulse lasers are not a long, continuous beam - it says that they break the laser into pulses to increase the accuracy and damage, while increasing heat generation. So, having those performance effects with the MW4 visual style (which have the pulse laser split into just that - pulses) would work pretty well
PPCs: It's a split between the MW3 and MW4 versions for me. The MW2 version is ridiculously slow; the 3 and 4 versions are virtually the same, with slightly more speed and a cooler visual effect from the 4 version. Either one, or a new but similar version, would work for me.
Autocannons: These should be a mix between the 2 and 4 versions, in my opinion. The single, large shot of the 2 version with the reload time of the MW4 version seems like it would work, as long as there was decent accuracy and damage from that single shot.
Missiles: I actually like the 2 version best here. The 2 version actually gives you this feeling of firing off a big salvo of missiles, and the imperfect targeting of the 2-era missiles seems like it would work for this game, as the FAQ says that the devs want that chance for the missiles to go off-target.

Edited by irishwarrior, 02 November 2011 - 06:01 PM.


#3 AJC

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Posted 02 November 2011 - 06:09 PM

lasers for sure need to be instant hit but not like weak like 4's were most of the time they were too hot for the damage they did unless you were a expert at the heat management of that game.

i felt 4's approach to ballistic weapons were ok most of the autocannons pretty good specially the higher classes with class 20 autocannons actually felt and sound threatening and most of the time they were but the only issue i have with 4's is that they were instant hit too only with different ranges they need to be a mix of projectile like presentation of 2 (but not like how it was done in 2 were all the autocannon spit out lead really fast) but with the refire rate of the 4th game's take

i don't feel any old MW game ever presented Gauss weapons in a way that was fun 2's was way too slow like the PPC of those series of games and 4's were instant hit which is pretty lame and cheesy.

missiles needs to revert to the old school style of all missile rippling out launches of Mech2 games than the rather dull grouping of Mechwarrior 4 but not has accurately crushing like they were in 2 to prevent LRM boats from just mulching everything in range.

Edited by AJC, 02 November 2011 - 06:15 PM.


#4 VYCanis

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Posted 02 November 2011 - 06:24 PM

Lasers should be a beam.

Pulse lasers are not "broken up" pulse lasers exist in real life, and are also a beam. In layman's terms, its the laser equivalent of a very fast strobe light. Thats the pulsing the name refers to.

Autocannons, MW4's felt too sterile, MW2 ate up too much ammo too fast be practical. MW3 was good but had too long a pause between bursts. i like the MWLL approach the best. They actually behave like large modern day autocannons, and had ballistic arcing, and projectile speeds.. POW-POW-POW-POW

Gauss rifle, i really want to just see a neat looking discharge, maybe a streak or blur, and a large impact, please no goofy spiral corkscrews.

PPCs- a brief blast of white/blue tinged with bright purple/red with electrical arcs coming off the beam and lots of sparks. Kinda like the light off a welding tool, but stretched into a long projectile or beam.

Missiles, i'm open to whatever, so long as it works and looks cool.

#5 DFDelta

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Posted 02 November 2011 - 09:59 PM

Lasers should be beams that hits instantly but deal damage over a set time, like 1 second.
Of courese you have to actually keep the beam on target for the maximum damage.

Pulsers should fire a quick succession of very low duration beams, for as long as you hold the trigger.

Autocannons should be burst fire weapons in all sizes. Altough I also like the idea that was mentioned elsewhere on this board that ACs from different manufacturers should have different ways of shooting, while keeping the DPS of the differently manufactured weapons the same.
(e.g. a Steiner AC20 would quickly fire several medium damage shots, while a Kurita AC20 only fires one big shell. Both should have the same DPS, but different pros and contras)

LRM:
http://mwomercs.com/...-indirect-fire/
And I also like the idea from above with the different manufacturers here. Some LRM fire their missiles in a single big volley, some in several 5 missile waves, and so on.

SRM should just be very fast direct fire rockets without anything special.

#6 Yeach

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Posted 02 November 2011 - 10:04 PM

All weapons have to fire instantly else this would conflict with the purist CBT
Plus there are no modifiers for laser being more accurate unless... You flip the descriptions of pulse lasers and lasers.

#7 DoubleD

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Posted 02 November 2011 - 10:08 PM

Personally I found Mechwarrior 3's weapons to be pretty close to how I saw them in my head playing the board game. So that's what I'd prefer. The only thing I really liked more from MW4 was the Gauss Rifle feel and effects.

#8 Brakkyn

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Posted 02 November 2011 - 10:14 PM

Go to MechWarrior 3 and stop for awesome inspiration.

#9 DamoclesGuard

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Posted 02 November 2011 - 10:14 PM

I've always felt that the way MW3 had it was the best, especially for Autocannons. The way Autocannons were in MW4 ticked me off, and was one of the reasons I stopped playing it. I never could get my computer to run MW2 so I can't comment on it.

#10 Dr Hobo

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Posted 02 November 2011 - 10:22 PM

Im a missile,autogun/gauss guy.

Ballistic Weapons
Shotgun-Close range,light weight,low heat,medium ammo,heavy shot. Very damaging and punishing upclose,but total garbage beyond 300M and even 300M is sketchy as the shot has a totally random dispersion every shot.

AutoCannon
A thumpthumpthump medium range brawler A bit more range than a shotgun,but can be very punishing if an entire salvo hits. Mostly automatic(or can be set to burst) but burns ammo quickly.

Howitzer
Short to medium range wildly inaccurate derp cannon. Quite a nasty bite offset with a long reload. Great for blasting buildings. A mech at full speed? Not recommended.

Missiles
LRMs-One large slow salvo or many smaller faster salvos that can be hard to escape from.
High Arc-Great for shooting over cover can be punishing in large salvos,
Low Arc-Great for cities and other ranges where a high arcing shot isnt needed.

SRMs-Rapid firing,horrible accuracy,great for target saturation,very short range.
High Arc
Low Arc

HE-sacrifices range for power.
Low yield-More range,much less power

Gauss Rifle should be IMHO a truely punishing weapon.Long range,high accuracy,long reload,hard hitting but very heavy in terms of ammo and size restrictions.

#11 C4RNAGE

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Posted 28 November 2012 - 07:48 AM

Missing some sizes of weapons:

-small Gaus Gun

-LBX 2 )
-LBX 5 )--> LBX was nice in MECHWARRIOR 3 was shotting like serries of rounds not like shotgun right now
-LBX 20)

-Ultra AC 2
-Ultra AC 10
-Ultra AC 20

-AC 10
-AC 20

Improved clan weapons , LAMS, Targeting computer and if i good remember that was 3 types of lasers.





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