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Physics of Armor


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#1 SlowurRizzo

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Posted 13 April 2012 - 11:05 PM

I was curious if there will be physics on the direction of impact hitting the armor ie.... slope, range, and movement?

#2 Hawkeye 72

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Posted 13 April 2012 - 11:13 PM

As far as I know we don't have that information available yet. You could scan through some of the dev blogs to check and see otherwise.

#3 Motionless

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Posted 13 April 2012 - 11:15 PM

I doubt slope and movement will have any effect.

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 Johannes Falkner

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Posted 13 April 2012 - 11:15 PM

I would think the engine could handle it. But since most of the weapons were are using would not take particular notice of incident angle I doubt it would be worth a lot of effort. The lasers are not going to deflect (a la Robot Jox skip to 3:04). The ACs fire high explosive shells which will use EFP or some other method of combatting armor. PPCs are going to be in the same boat as lasers as directed energy weapons. Missiles will follow ACs on the HE road. That leaves Gauss Rifles as the one weapon that is trying to physically penetrate the armor through brute force.

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 Omigir

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Posted 13 April 2012 - 11:16 PM

Every bullet and missile and laser is technically an anti armor kind of munitions.. so it does not like armor. I have no idea what it is that this topic is about. I just wanted to feel relevant.

#6 Motionless

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Posted 13 April 2012 - 11:20 PM

View PostOmigir, on 13 April 2012 - 11:16 PM, said:

Every bullet and missile and laser is technically an anti armor kind of munitions.. so it does not like armor. I have no idea what it is that this topic is about. I just wanted to feel relevant.



Translation:PLUS ONE POST COUNT! w00t!

#7 Omigir

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Posted 13 April 2012 - 11:22 PM

View PostMotionless, on 13 April 2012 - 11:20 PM, said:



Translation:PLUS ONE POST COUNT! w00t!

Woot! 1,141! its a magical number... wait now im 1,142.. damn it!

#8 MagnusEffect

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Posted 13 April 2012 - 11:24 PM

View PostSlowurRizzo, on 13 April 2012 - 11:05 PM, said:

I was curious if there will be physics on the direction of impact hitting the armor ie.... slope, range, and movement?


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 Hawkeye 72

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Posted 13 April 2012 - 11:36 PM

Theoretically the damage a weapon inflicts could vary based on its trajectory and the angle at which it strikes. However I don't think the game will take this into account

#10 EDMW CSN

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Posted 13 April 2012 - 11:40 PM

Battletech armor is a magical abalative.

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 Howlin Wolf

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Posted 13 April 2012 - 11:57 PM

I hope whatever magical it is ingame it sticks strictly to the ruleset. I really hope they dont go down the novelty road, "hey this would be cool' type of arcade gamestyle.

#12 pesco

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Posted 14 April 2012 - 12:00 AM

Oh, it could look cool if particle spray from impacts would be influenced by the impact vector.

#13 Lorcan Lladd

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Posted 14 April 2012 - 12:26 AM

View Postpesco, on 14 April 2012 - 12:00 AM, said:

Oh, it could look cool if particle spray from impacts would be influenced by the impact vector.


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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