

Projectile Speeds
#1
Posted 27 January 2013 - 03:34 PM
A gauss rifle is essentially a kinetic strike weapon, which functions by accelerating a solid ferromagnetic slug to incredibly high speeds via electromagnetic coils. Autocannons are similar to machine guns and/or cannons in how they operate (bullet/shell is propelled by and explosive discharge). Additionally, the autocannons (in MWO) cause damage by exploding on the targets, while the gauss inflicts damage by putting a solid slug through the target. The electromagnetically accelerated slug should have to be propelled faster than an explosive shell to be able to inflict the damage it does.
In short, the Gauss Rifle is supposed to only be slower than speed of light weapons (PPCs and lasers) compared to the weapons that exist in the battletech/mechwarrior universe. As such, either the gauss needs to have its projectile speed dramatically increased, the lighter autocannons need a nerf to their projectile speeds, or some combination of the two needs to happen.
#2
Posted 27 January 2013 - 03:42 PM
#3
Posted 27 January 2013 - 03:43 PM
#4
Posted 27 January 2013 - 04:07 PM
#6
Posted 27 January 2013 - 04:21 PM
which means, if they want Fast-as-light weapons going slower than snails (guess what) they'll do it.
PRACTICAL PHYSICS NEED NOT APPLY.
oh the fuc* well, deal with it.
#8
Posted 27 January 2013 - 04:36 PM
This situation should not have happened to begin with IMHO. When they rebalanced the projectile speeds they should not have made the ac2/5 faster than the gauss.
As far as your science fantasy thing is concerned, gavilatius, there is plenty of lore and precedence within battletech for the gauss to be have the fastest ballistic projectile speed.
#9
Posted 27 January 2013 - 04:42 PM
Balance will trump canon most likely.
#10
Posted 27 January 2013 - 04:48 PM
AC rounds aren't purely kinetic, and the majority of their mass is not projectile (eg. casing and propellant).
Gauss rounds are purely kinetic, and nearly 100% of their mass is projectile.
Per kilo, Gauss rounds at 1,200 m/sec deliver ~85% of the energy of AC/2 rounds @ 1,300 m/sec.
However, AC/2 rounds are ~26.6% the mass of Gauss rounds... and only a fraction of the mass of the AC/2 round is a projectile. So the difference in mass outweighs the difference in velocity by a factor of about 3, at minimum.
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The point is that unless Ac/2 round is much, much faster than the Gauss, the difference doesn't matter.
Edited by Vapor Trail, 27 January 2013 - 04:49 PM.
#11
Posted 27 January 2013 - 05:20 PM
Vapor Trail, on 27 January 2013 - 04:48 PM, said:
AC rounds aren't purely kinetic, and the majority of their mass is not projectile (eg. casing and propellant).
Gauss rounds are purely kinetic, and nearly 100% of their mass is projectile.
Per kilo, Gauss rounds at 1,200 m/sec deliver ~85% of the energy of AC/2 rounds @ 1,300 m/sec.
However, AC/2 rounds are ~26.6% the mass of Gauss rounds... and only a fraction of the mass of the AC/2 round is a projectile. So the difference in mass outweighs the difference in velocity by a factor of about 3, at minimum.
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The point is that unless Ac/2 round is much, much faster than the Gauss, the difference doesn't matter.
Sigifrid!
You started a thread that now has something very near to math in it.... hate
#12
Posted 27 January 2013 - 05:22 PM
AC/2 then is (900/75) 12kg at 2000^2=48,000,000
so if 86,400,000=15 damage, then for pure kinetic 5,760,000 is one damage
and most of the ac/2's damage is supposed to come from explosive/HEAT round so its kinetic should be low compared to the gauss, but here we have it at a whopping 8.34 before considering the explosives... Even if you drag down the weight of the ac/2 its still absurdly high in comparison (say 6kg projectile still gives 4.1 damage from just the kinetic)
Now I don't mind if this sort of math isn't used, but either way having an AC that is faster than the kinetic strike weapon is just /wrong/ I don't care if they make them close and the physics isn't really used but no cannon should have a higher projectile speed than the gauss.
Edit: accidentally dropped the 1/2 but it doesn't change the ratio when comparing values to damage.
Edited by Trev Firestorm, 27 January 2013 - 05:27 PM.
#13
Posted 27 January 2013 - 05:27 PM
#14
Posted 27 January 2013 - 05:29 PM
Sigifrid, on 27 January 2013 - 04:36 PM, said:
Could you tell me what nerfs the gauss has had please? I've only started using it recently but the only nerf i know about is the HP reduction, which imo is hardly a nerf at all (especially on the K2). I rarely lose the gauss on my Cataphract before the whole arm is gone.
But, i have to say that in the TT the gauss was an OP weapon. I have no idea why it was released as is. It seems like the people who created it just threw the rulebook out of the window.
#15
Posted 27 January 2013 - 05:33 PM
Gauss doesn't need a velocity change, especially based on nothing but indiscrepancies from IRL science. This is probably the last reason ever to change something in this game. Science=dead giant robots, every time.
#16
Posted 27 January 2013 - 05:39 PM
Wolfways, on 27 January 2013 - 05:29 PM, said:
Don't forget with Gauss the weapon explodes, not the ammo, because solid lumps of metal are not explosive and magnets...are? The up-shot is you won't be able to tell the difference between losing an arm and the gauss going with it, or the gauss being hit and blowing your arm off.
#17
Posted 27 January 2013 - 05:40 PM
#18
Posted 27 January 2013 - 06:10 PM
thought this game was being made by BT fans

Wolfways, on 27 January 2013 - 04:22 PM, said:
ballistic weapons in general need a speed buff. ranged fighting is nonexistant and brawling is way too prevalent.
only reason why SRM ccats are an issue is because everybody and their mothers fight at brawling range.
Edited by Tennex, 27 January 2013 - 06:11 PM.
#19
Posted 27 January 2013 - 06:12 PM
Heeden, on 27 January 2013 - 05:39 PM, said:
Don't forget with Gauss the weapon explodes, not the ammo, because solid lumps of metal are not explosive and magnets...are? The up-shot is you won't be able to tell the difference between losing an arm and the gauss going with it, or the gauss being hit and blowing your arm off.
In theory, the gauss has powerfull capacitors, that's what is causing the explosions. Maybe it will help to think of them as electromagnatic explosions, that just render that component useless
#20
Posted 27 January 2013 - 06:14 PM
Tennex, on 27 January 2013 - 06:10 PM, said:
thought this game was being made by BT fans

ballistic weapons in general need a speed buff. ranged fighting is nonexistant and brawling is way too prevalent.
only reason why SRM ccats are an issue is because everybody and their mothers fight at brawling range.
That's more a map-size issue than a weapons issue. The maps aren't big enough to have a long-range game of any real significance. We'll see next month hopefully, what PGI thinks is a bigger map. I'm sure they know what the forums think of it anyway.
Edit: actually with real longer ranges then the round velocity of all ballistics (and the lazy missiles) may need updating. But for now it's still unnecessary.
Edited by Tarman, 27 January 2013 - 06:15 PM.
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