Author Topic: AC20 should not explode in mid-air  (Read 1954 times)

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Offline Prokhorovka

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AC20 should not explode in mid-air
« on: December 14, 2012, 06:35:24 AM »
The round should explode once it reaches its destination, but lose firepower after it's effective range. It looked and felt great back in 0.2.0
:)

Thanks,

-Fan
http://www.mh-china.com/UploadFile/2006112014310559569.jpg

Offline ELH_MrGray

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Re: AC20 should not explode in mid-air
« Reply #1 on: December 14, 2012, 08:42:13 AM »
It is how it works in beta right now (damage drops after 350m up to 500m).

"Do you know what the sound of 2 UAC/20s is?"
"What's it sound like?"
"RAPERAPERAPERAPE."

Offline EagleFire

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Re: AC20 should not explode in mid-air
« Reply #2 on: December 15, 2012, 10:41:05 PM »
It is how it works in beta right now (damage drops after 350m up to 500m).

I do miss the old gumballs of .2 where you could pick off mechs from halfway across Clearcut.

Offline Bobby

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Re: AC20 should not explode in mid-air
« Reply #3 on: December 16, 2012, 12:14:54 AM »
I think Leer said something about why it was changed so long ago. Something about so many revolutions until the round detonated. But, I wouldn't mind seeing it again either. ACs, barring the new changes coming, are gonna be slower than even the slowest energy weapon (ppcs come to mind), so if you're willing to waste the ammo/damage on a far off target you're "pretty sure" you're gonna hit; I say why not! More tactical choices for the player.

However, now, I don't know what the technical ramifications of such an infinite ranged ballistic would have of the mods performance. Nevertheless, old long range AC's get a +1 from me.

Offline C.Falcon

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Re: AC20 should not explode in mid-air
« Reply #4 on: December 25, 2012, 03:02:00 AM »
Ahhhhh... i left my post unfinished and got up to grab a drink, and my brother grabbed my phone to look up FEAR3 and my post was lost...
something about how much i love cannons and SRMs, but the splash damage and explosions take up a good quarter of the max range. Well SRMs at least. The high caliber cannons are great brawler weapons.

So i heard about the AC overhaul incoming, but i thought the AC20 was already a little slow. But slower than the PPC?! the PPC is a poptarting artillery/sniping weapon...
Phone death immininent... i agree with the OP they should drop to the ground

Offline ELH_MrGray

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Re: AC20 should not explode in mid-air
« Reply #5 on: December 25, 2012, 08:29:37 AM »
Quote
ACs, barring the new changes coming, are gonna be slower than even the slowest energy weapon (ppcs come to mind), so if you're willing to waste the ammo/damage on a far off target you're "pretty sure" you're gonna hit; I say why not! More tactical choices for the player.

I don't like it, you gonna get a lot ranges overlapping like MWO does which is pain in ass in terms of balance. For example do you know that current PPC have 800m actual range instead of 700? Is it intuitive? Obvious? It is hidden mechanic only vets can use.

"Do you know what the sound of 2 UAC/20s is?"
"What's it sound like?"
"RAPERAPERAPERAPE."

Offline xInVicTuSx

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Re: AC20 should not explode in mid-air
« Reply #6 on: December 25, 2012, 09:16:00 AM »
It is how it works in beta right now (damage drops after 350m up to 500m).

Do they really? When I looked at them in alpha (before we reworked them) They simply did full damage out to 500m and exploded.
Pretty dang sure that's how they work in beta.
I myself never could get damage dropoff to work with rocket code...
-Invictus ne Vindicetur-

Offline ELH_MrGray

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Re: AC20 should not explode in mid-air
« Reply #7 on: December 25, 2012, 02:38:04 PM »
Yep it works, 5 Dual UAC20 salvos to kill Vult from 450-500m yesterday. And yes, it did not work as intended :)

"Do you know what the sound of 2 UAC/20s is?"
"What's it sound like?"
"RAPERAPERAPERAPE."