What I would really like to see is a massive BUFF to all autocannons , so that for a couple of days everybody and their dog will use them.
Something similar to the Artemis buff, when everybody only took LRMs for 2 days.
Autocannons - Single Shot vs. Burst Fire
Started by XTRMNTR2K, May 07 2012 10:32 AM
125 replies to this topic
#121
Posted 15 November 2012 - 02:39 AM
#122
Posted 15 November 2012 - 03:37 AM
My vote is one I had hoped the devs would go with in the beginning to help diferent players cater to their own playstyles and add variety to the game.
Have several brands of Autocannon and Missile Launcher(Kali Yama, Pontiac, Luxor, etc for ACs, Holly, Doombud, Shigunga, etc for missile launchers) that have the same damage potential but various different firing mechanics. Autocannons in the tabletop can fire one or many rounds--it's all about damage potential though. An AC-20 can fire one 20-damage round, 20 1-damage rounds, or anything in between. As for missiles, you could have ripple fire("typewriter style" launch), volley fire(one row of missiles at a time but still very rapid), or all the missiles at once. It'd add depth without a terribly noticeable advantage for players, and would make your 'mech feel more like it belongs to you.
EDIT: I should mention that ammo should scale for autocannons. If you had a burst fire AC/20 that fired four 5-damage shells, your ammo counter should still only go down by 1, just like if you fired an AC/20 with one 20-damage shell. This is how it works in Battletech-it's just not directly specified because it's not relevant there. "Rounds" in Battletech for Autocannons and Machine Guns don't mean individual bullets, but rather one volley of fire equivalent to the weapon's classificiation. A Machine Gun does 1 damage, but it actually fires like ten or twenty rounds, not just one lousy bullet.
EDIT2: I'm not one to adhere strictly to tabletop, I'm just trying to explain the logic behind ammo count and add some new depth to the gameplay.
Have several brands of Autocannon and Missile Launcher(Kali Yama, Pontiac, Luxor, etc for ACs, Holly, Doombud, Shigunga, etc for missile launchers) that have the same damage potential but various different firing mechanics. Autocannons in the tabletop can fire one or many rounds--it's all about damage potential though. An AC-20 can fire one 20-damage round, 20 1-damage rounds, or anything in between. As for missiles, you could have ripple fire("typewriter style" launch), volley fire(one row of missiles at a time but still very rapid), or all the missiles at once. It'd add depth without a terribly noticeable advantage for players, and would make your 'mech feel more like it belongs to you.
EDIT: I should mention that ammo should scale for autocannons. If you had a burst fire AC/20 that fired four 5-damage shells, your ammo counter should still only go down by 1, just like if you fired an AC/20 with one 20-damage shell. This is how it works in Battletech-it's just not directly specified because it's not relevant there. "Rounds" in Battletech for Autocannons and Machine Guns don't mean individual bullets, but rather one volley of fire equivalent to the weapon's classificiation. A Machine Gun does 1 damage, but it actually fires like ten or twenty rounds, not just one lousy bullet.
EDIT2: I'm not one to adhere strictly to tabletop, I'm just trying to explain the logic behind ammo count and add some new depth to the gameplay.
Edited by Fredrick, 15 November 2012 - 03:44 AM.
#123
Posted 15 November 2012 - 04:05 AM
Other:
Switch between 3 round bursts at 1/3rd damage each / single with full damage
Switch between 3 round bursts at 1/3rd damage each / single with full damage
#124
Posted 15 November 2012 - 04:28 AM
AC = singleshots
UAC = doubleshots
rotary (later) = ratatatatatatatatatat...
keep it as designed...
UAC = doubleshots
rotary (later) = ratatatatatatatatatat...
keep it as designed...
#125
Posted 18 November 2012 - 09:30 AM
Here is another concept idea I made for and kind of burst fire; or in other words Autocannons that fire very fast with the idea that lower caliber's are meant to be fast firing Anti-Aircraft guns. But to do so, 1. Damage has to be lowered; 2. Ammo increased; and 3. AC projectile speeds would have to be increased
This is just a concept I made up, but covers the whole AC line (mostly inspired by MW:LL's superb Autocannons)
UAC double-shot functionality removed and replaced with twice the fire rate of a regular AC (instead I could pick an arbitrary value like 1.5x as fast for balance)
* RAC's fire 3x as fast, could go with 2x (in actuality they are supposed to fire 6x as fast and do 3x more damage than a UAC counterpart)
* All Autocannon's are given Barrel Heat instead of firing causing heat generation on Mech. Any AC barrel that over heats, from shooting too long, will eventually reach critical overheat and stop firing. Critical barrel heat causes any AC to jam; for a certain amount of time depending on the caliber. UAC's and RAC's reach critical heat faster, since they fire so fast
*note i haven't updated this image, some errs in some AC's crit slots and tonnage

http://mwomercs.com/...ost__p__1376120
This is just a concept I made up, but covers the whole AC line (mostly inspired by MW:LL's superb Autocannons)
UAC double-shot functionality removed and replaced with twice the fire rate of a regular AC (instead I could pick an arbitrary value like 1.5x as fast for balance)
* RAC's fire 3x as fast, could go with 2x (in actuality they are supposed to fire 6x as fast and do 3x more damage than a UAC counterpart)
* All Autocannon's are given Barrel Heat instead of firing causing heat generation on Mech. Any AC barrel that over heats, from shooting too long, will eventually reach critical overheat and stop firing. Critical barrel heat causes any AC to jam; for a certain amount of time depending on the caliber. UAC's and RAC's reach critical heat faster, since they fire so fast
*note i haven't updated this image, some errs in some AC's crit slots and tonnage

http://mwomercs.com/...ost__p__1376120
Edited by General Taskeen, 18 November 2012 - 09:35 AM.
#126
Posted 18 November 2012 - 09:46 AM
I'm getting tired of linking the mechwarrior videos, so just google:
Mechwarrior 2 ending
Mechwarrior 2 Ghost Bear's Legacy intro (that one has a single shot or quick burst, but the ingame ac is more like what i envision- still, if its as powerful as the kodiak's, I have no problem with the AC/20 being single shot)
Mechwarrior 2 Mercenaries intro
Mechwarrior 3 intro
Mechcommander Intro (those are autocannons along with the machineguns, right? At the very least you hear two distinctly different weapon sounds when the mad cat is alternating between his mgs and something else on his mid/lower torso.... and what else is there?)
Mechwarrior 2 ending
Mechwarrior 2 Ghost Bear's Legacy intro (that one has a single shot or quick burst, but the ingame ac is more like what i envision- still, if its as powerful as the kodiak's, I have no problem with the AC/20 being single shot)
Mechwarrior 2 Mercenaries intro
Mechwarrior 3 intro
Mechcommander Intro (those are autocannons along with the machineguns, right? At the very least you hear two distinctly different weapon sounds when the mad cat is alternating between his mgs and something else on his mid/lower torso.... and what else is there?)
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