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Balistic Weights A Little Off Set?


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#1 BottomLine

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Posted 19 November 2012 - 03:21 PM

ok. after searching the forums its funny that i didnt find anything about the weights for balistic weapons.

machine guns start the scale @ 0.5 tons and the next lowest weight is 6 tons. that doesnt seem realy fair to the balistic models as opposed to the 1 ton and 2 ton energy counter part lowest weight scale.

im not sure what can be done but i emplore everyone to help in looking into this issue with ideas within this thread.

#2 Usagi

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Posted 19 November 2012 - 03:25 PM

6 tons for an AC2 may seem a little high...but it's also, by far, the furthest range weapon in the game, both in base range and extended (balistics go 3x range, instead of energy 2x). It does suck that you have to pack ammo for it too...that's where the weight can get a little hinky. But ballistic weapons tend to have advantages in range and heat that energy ones dont...so they will weigh more.

#3 BottomLine

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Posted 19 November 2012 - 04:02 PM

im not really debating the pros/cons of energy vs balistics.

you did hit 1 point. ammo is needed as well (which adds to weight) but im more on the subject of a larger range of weighted balistic for light and medium mechs.

i have a medium weighted mech that has 4 balistic hard spots and 1 energy. hard spot. now, i have tons of options for energy based weapons. however, when it comes to balistics i can really only get away with using machine guns because of the weight issue (to use all hard spots for effeciend damage rating).missiles even have more weight options for loadouts.

its a waiste that theres no real options for the lighter balistic reliant medium/light chasis for options in balistic choices.

Edited by BottomLine, 19 November 2012 - 04:05 PM.


#4 Noth

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Posted 19 November 2012 - 04:09 PM

Ballistics (outside of MGs) were never meant to be boated like energy weapons. MGs though are supposed to be getting a damage buff soon.

#5 UraniumOverdose

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Posted 19 November 2012 - 04:13 PM

Each AC could use a 1 ton reduction. AC20 could use that and a 1 crit reduction as well. Combine with the velocity increase coming soon might actually help balance ballistics.

#6 Deadoon

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Posted 19 November 2012 - 04:21 PM

The machine gun is likely a 20mm gattling or a 30mm cannon, lightweight by comparison, the ac/2 is likely a big auto cannon rather than a dinky one, maybe a 75mm gun with a massive auto loading system.

For a comparison; here is a 30mm http://en.wikipedia..../M230_chain_gun, and the closest weapon syetem for the ac/2, an autocannon that fires similar rounds based on weight http://en.wikipedia..../Otobreda_76_mm

#7 Pocket Psycho

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Posted 19 November 2012 - 04:31 PM

View PostDeadoon, on 19 November 2012 - 04:21 PM, said:

The machine gun is likely a 20mm gattling or a 30mm cannon, lightweight by comparison, the ac/2 is likely a big auto cannon rather than a dinky one, maybe a 75mm gun with a massive auto loading system.

For a comparison; here is a 30mm http://en.wikipedia..../M230_chain_gun, and the closest weapon syetem for the ac/2, an autocannon that fires similar rounds based on weight http://en.wikipedia..../Otobreda_76_mm

AC/2's are more likely a 40mm caliber or there abouts, I know that in the book Flashpoint the AC/10 on an Enforcer is listed as an 80mm.

Pinched from Sarna ;)
"Autocannons range in caliber from 30mm up to 203mm and are loosely grouped according to their damage vs armor. The exact same caliber of shell fired in a 100 shot burst to do 20 damage will have a shorter effective range than when fired in a 10 shot burst to do 2 damage due to recoil and other factors. Autocannon are grouped into the following loose damage classes: AC/2, AC/5, AC/10, AC/20."

So an AC/20 could theoretically be the same caliber as an AC/2, it just fires ten times the shots in each salvo.

#8 General Taskeen

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Posted 19 November 2012 - 05:00 PM

AC weights are that way since that is that exact tonnage and crit space required from TT values. IS AC/UAC's are less weight efficient compared to the refined Clan UAC's.

Again, these are things devs need to point out. The 'balance' is derived directly from those values.

Edited by General Taskeen, 19 November 2012 - 08:54 PM.


#9 BottomLine

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Posted 19 November 2012 - 07:29 PM

its hard to really use the MW universe mechanics %100 in this kind of enviornment. in single player and i suppose board/paper and pencil aspec included that would work. but here in the MWO exapnsion there has to be a little more "balancing" than the other MW variants do to the linar aspect of attempting to exploit the MW rules to pretty much dominate the field due to their vast knowledge of the MW mechanics of previous installments.
i understand the fragility of bringing in something as dynamic as the MW universe should be preserved as much as possible just for setimental purposes.
with all this to look at the biggest thing is to keep the game fair enough to all players to keep this growing into a sucess as well as make the company proffits to ensure constant streams of new content

Edited by BottomLine, 19 November 2012 - 07:32 PM.


#10 Deadoon

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Posted 19 November 2012 - 10:58 PM

View PostPocket Psycho, on 19 November 2012 - 04:31 PM, said:

AC/2's are more likely a 40mm caliber or there abouts, I know that in the book Flashpoint the AC/10 on an Enforcer is listed as an 80mm.

Pinched from Sarna :)
"Autocannons range in caliber from 30mm up to 203mm and are loosely grouped according to their damage vs armor. The exact same caliber of shell fired in a 100 shot burst to do 20 damage will have a shorter effective range than when fired in a 10 shot burst to do 2 damage due to recoil and other factors. Autocannon are grouped into the following loose damage classes: AC/2, AC/5, AC/10, AC/20."

So an AC/20 could theoretically be the same caliber as an AC/2, it just fires ten times the shots in each salvo.

I was referring to the comparison to the current ac/2, heck one of the ac/20 is a 150mm gun that fires 10 times per "shot" so if you made it a single shot system firing once every 10 seconds you have a 150mm ac/2...

#11 General Taskeen

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Posted 20 November 2012 - 12:35 AM

Really if the devs just dropped translating weapons firing within 10 seconds, they could go all out on damage output and fire rates, especially for Autocannons, and balance from there. Crit and tonnage should, however, stay as they are for any weapon or equipment.





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