

Physics of Armor
#1
Posted 13 April 2012 - 11:05 PM
#2
Posted 13 April 2012 - 11:13 PM
#3
Posted 13 April 2012 - 11:15 PM
As far as range goes that could probably go either way. Either **** will just disappear (or stay visible and completely ineffective) at their max range, or damage and shot reliability could both start to get wonky past max.
Edited by Motionless, 13 April 2012 - 11:15 PM.
#4
Posted 13 April 2012 - 11:15 PM
There might be some benefits to getting longer penetration chords for angled/sloped armor, but that would require fairly extensive modeling of armor thickness across a number of mechs. At this point it is probably not worth the effort.
#5
Posted 13 April 2012 - 11:16 PM
#6
Posted 13 April 2012 - 11:20 PM
Omigir, on 13 April 2012 - 11:16 PM, said:
Translation:PLUS ONE POST COUNT! w00t!
#8
Posted 13 April 2012 - 11:24 PM
SlowurRizzo, on 13 April 2012 - 11:05 PM, said:
If you are hoping for something like WoT... just... don't. MWO can do better.
MWO is set in the year 3050. Lasers aren't really affected by slope, range, or movement. Ballistics are more advanced than anything we have even in modern day. The same rules don't apply enough for it to really be a factor. I did hear mention of drop off with ballistics beyond effective range which is much better than "hardset" ranges. Hopefully we do get expanded rules for critical internal damage though. Engine failures, ammo explosions, sensor damage, etc. Looks like the devs are on target about this.
Edited by MagnusEffect, 13 April 2012 - 11:29 PM.
#9
Posted 13 April 2012 - 11:36 PM
#10
Posted 13 April 2012 - 11:40 PM
It can withstand a lot of heat to melt through (PPC is in the gigagoule energy range, lasers at hundreds of megajoules, even the small laser can put up greater than 200 MJ worth of energy).
It can take extreme kinetic force (the Gauss rifle using the lowest possible calculations of Mach 2.2 and a mass of 125kg will hit roughly 33+ Megajoules which is 3 times higher than any modern gun) but enough infantry with assault rifles can eventually dent through the armor.
So in other words, it is magical !
Edited by [EDMW]CSN, 13 April 2012 - 11:54 PM.
#11
Posted 13 April 2012 - 11:57 PM
#12
Posted 14 April 2012 - 12:00 AM
#13
Posted 14 April 2012 - 12:26 AM
pesco, on 14 April 2012 - 12:00 AM, said:
Pretty sure DirectX 11 and Nvidia PhysX can already do that.
Considering that MechWarrior Online will run in the CryTek engine, well, I think we can safely expect as much attention to be given to those details as common desktop technology allows, so we'll look pretty even as artillery descends upon us.
Anyway.
I'd be more than happy with weapons just getting different shaders or animations for armor degradation - like how the lasers have been shown to melt and cut through armor in the gameplay videos - but I wouldn't oppose having different damaging effects being applied to each weapon type.
Such as explosives doing more damage if they hit an exposed 'Mech component once armor has already been degraded, or armor penetrating rounds doing less damage overall but dealing exposing internals...
...Should give us a reason to actually have a mixed weapon loadout.
Just a thought.
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