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Weapons Mech and gravity


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#1 simon1812

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Posted 05 November 2011 - 08:11 PM

I read that the temperature of a planet will affect how fast a mech will overheat/cooldown after using energy weapons, or after being hit by them which is cool. so what about the effect of gravity on ballistic weapons (LRM20, AC10, etc) ? in previous game a shell would go in an straight line and simply fade as it reached its corresponding range limit,and if it didnt hit anything along the way of course, it was wrong in many ways but back then I didnt know enough of physics to point it out.

also, and I remember this vividly from Mechwarrior 2, the gravity of a planet wouldlimit the kind of mech you would deploy, obviously an excuse to force the player to go through a progressive difficulty levels, but r the dev planning to complement on this feature? so it makes an actual impact on the gameplay? the battlefield are not always going to be on earth-like-world, war can be wage in the surface of cold low gravity moons, or hot heavy gravity world were it even rains iron. (the universe out there is weird google it)

I just want to know if dev are taking these kind of stuff into consideration.

#2 Pariah Devalis

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Posted 06 November 2011 - 07:03 AM

I vaguely recall that gravity effected mech choice. Vaguely. Notably that one part in GBL where you're on the hull of a dropship in space. I really enjoyed the interaction of low grav and jump jets, though. Man, that was so much fun!



Anyone else drive the Tarantula on that moon map in instant action, with infinite jump jets, and recreate the moon landing? :)

#3 Stormwolf

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Posted 06 November 2011 - 07:29 AM

View PostPariah Devalis, on 06 November 2011 - 07:03 AM, said:

Anyone else drive the Tarantula on that moon map in instant action, with infinite jump jets, and recreate the moon landing? :)


I should try that :D

#4 Jack Colten

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Posted 06 November 2011 - 08:29 AM

Sort of on point, on a world that has a high particulate count (dust, certain gasses, ash) lasers would be less effective and have a shorter range. I've always thought that lasers and Gauss just sort of stopped dead at their max range. You might stil be able to "hit" something beyond their max effective range but it just does little or no damage. (That has been used in Btech novels on occasion). Also heavy smoke and fires should be more a part of the game. They have used a laval map why not some of the bad effects of being in a volcanicly active area.

#5 Samson

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Posted 06 November 2011 - 09:38 AM

I could see the large shells be affected by gravity (ac10/20's) and maybe Gauss rounds to a slight degree (1%/500m or something on High G worlds). It would be neat to have atmo play a roll for energy weapons as well. Say your fighting during a dust/ash storm and your energy weapons suffer a 10% range/damage decrease, giving some consideration for projectile weapon loadouts. I'm personally an energy weapon afficionado and I'd get behind that.

#6 simon1812

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Posted 06 November 2011 - 11:08 AM

cool didnt know that about energy weapons, I do hope environment play a bigger role beyond affecting overheating and cooling of weapons, hope dev consider all possibilities.

#7 UncleKulikov

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Posted 06 November 2011 - 11:38 AM

Bullet drop is a serious issue for several reasons.

First, for bullet drop to be calculated, ballistic weapons can't be hitscan. Non hitscan weapons are more vulnerable to latency and packet loss, since there is a longer calculation instead of a "check for contact". This makes the game favor who has the better connection to the host or server.

Second, making ballistics include bulletdrop also makes them have a time to target rating. In addition to the host/server advantage that would provide outlined above, it would make ballistics worse than energy weapons, specifically lasers. Unless that is accounted for in damage/heat, ballistic weapons could shift towards being useless.

With energy weapons, you need to aim and watch your heat. With ballistics, you need to aim, watch heat, lead fire, and adjust for bullet drop.

Even if the weapons were perfectly balanced to account for these discrepancies, there would still be the latency issues.

Taking all of that into account, I don't think these mechanics are worth it because the only difference they provide is making ballistic weapons take more skill to use at a cost of making players more vulnerable to latency.

I'm not willing to make that trade.

However, I'm totally fine with gravity affecting the mechs themselves, with penalties/bonuses to movement and jumping. That would be a good way to include those variables without significant drawbacks.

Edited by UncleKulikov, 06 November 2011 - 11:39 AM.


#8 Count Funkula

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Posted 06 November 2011 - 11:43 AM

One of my big issues with most of the MW games is the way LRMs were handled. I'm sure graphics and processing limitations were significant reasons, but I would love to be able to launch LRMS on a ballistic trajectory towards the target and watch 20+ missles pepper the ground. It would also help LRMs work in their indirect fire role.

#9 UncleKulikov

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Posted 06 November 2011 - 01:37 PM

I would like to see a LRM bombardment option for sure. Perhaps you mark out the coordinates on the map you want to hit via grid map, like the artillery in World of Tanks.

#10 CobraFive

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Posted 06 November 2011 - 02:12 PM

I'd really like for different maps/planets to have varied effects on weapons and the battle. It will really keep it varied and fresh so we can keep playing matches over and over and not get bored.

Planets with different temperatures making heat management more/less important
High Gravity worlds effecting jump jets and ballistic weapons
High density atmosphere reducing the range of energy weapons
High magnetic activity reducing sensor/LRM effectiveness

Plus, night battles, foggy battles, rainy battles...

#11 Stormwolf

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Posted 06 November 2011 - 02:21 PM

I'm liking where this thread is going, I hope the devs are paying attention.

I'd personally like to see option to set forests on fire or fighting in a area where a snowstorm is about to break loose.





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