Paul Inouye, on 12 April 2012 - 01:44 PM, said:
That's it.
Global cooldown. 30 seconds
If you want to shoot faster you pay me $40 directly!
/end thread
Hmmm... what about ending the thread (and the related thread(s)) on a clarification of previous Dev statements?
As stated in
Q&A 5:
Quote
Now, how will you depict Standard Lasers/Pulse Lasers in MWO? –GB_Krubarax
[DAVID] A standard laser fires a continuous beam that applies damage over time while it remains on. A pulse laser fires a continuous beam that blinks on and off. (Not the blaster bolt style of light ‘bullets’ that fly at the target.) Damage is applied in short bursts each time the laser blinks on.
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What, if any, mechanic will be in place to prevent a large group of single-type weapons from devastating a single location, a problem that has plagued just about every incarnation of MW to date? –Thomas Hogarth
[DAVID] We’ve got a few systems in place to handle that problem. One is having weapons such as lasers do damage over time so that, in order to deliver full damage to a single location, you have to hold your fire on the location, which can be difficult when you and/or your target are moving.
Another consideration is the separate arm and torso aim reticles. They will naturally line up with each other but, whenever you aim, you’ll lead with your arms while the torso catches up. This means that, if you want weapons in both locations to hit the same spot, you’ll have to hold your shot until they all aim at the same point.
An additional aspect of our aiming system is weapon convergence. I touched on this in a post I made in reply to Dev Blog 5, but some of you may have missed it so I’ll copy it over here:
Basically, your targeting systems are always trying to adjust the angle of your weapons so that they converge or focus at a distance of whatever your aiming reticles are pointing at. So, if you fire at a target very far away, your lasers (or whatever else) may fire nearly parallel to each other; firing at a target up close will angle the shots inwards. However, the adjustment of these angles is not instant.
For instance, if you were facing a building, while taking cover right up against it, your convergence would adjust to hit just a short distance in front of you (the distance to the building). When you step out from around that building and fire on an enemy in the distance, your convergence point would automatically begin to adjust, but not instantly. If you shoot too soon, your first shots may converge and cross a short distance in front of you and completely miss the enemy as they pass on either side of him. Or perhaps you were aiming for the centre torso and hit his arms instead, as your aim adjusts towards his centre.
With David's answer to Krubarax's question and the first paragraph of his answer to Thomas' question being the most salient parts with regard to this discussion...
Will Standard Lasers in MechWarrior Online apply the whole of their rated damage (the per-turn damage listed in the BattleTech rules) with each continuous beam, or will the rated damage be prorated so that the combination of damage-per-beam and rate-of-fire will result in maintaining to maintain the average damage applied over time implied by the BattleTech rules, and will Pulse Lasers in MechWarrior Online apply the whole of their rated damage (the per-turn damage listed in the BattleTech rules) with each burst of pulses, or will the rated damage (the per-turn damage listed in the BattleTech rules) be prorated so that the combination of damage-per-burst and rate-of-fire will result in maintaining to maintain the average damage applied over time implied by the BattleTech rules?
Likewise, will Autocannons in MechWarrior Online apply the whole of their rated damage (the per-turn damage listed in the BattleTech rules) with a single shell or with a single burst of shells, or will the rated damage (the per-turn damage listed in the BattleTech rules) be prorated so that the combination of damage-per-shell/burst and rate-of-fire (shells/bursts fired over time) will result in Autocannons not delivering their rated damage (the per-turn damage listed in the BattleTech rules) in a single shell/burst but maintaining the average damage applied over time implied by the BattleTech rules?
And, how will each weapon's rate of fire be determined - will the collective rates of fire be based on a 10-second cycle (the duration of a turn in the BattleTech tabletop game), a 2.5-second cycle (the Solaris VII "Dueling Rules"), on the precedents set by the previous MechWarrior computer games, or some other new-and-novel system?
I pose these questions in good faith, and would greatly appreciate responses likewise made in good faith and delivered in a timely manner.
Thank you for your time.