Author Topic: Help with weapon ranges  (Read 346 times)

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Offline CF

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Help with weapon ranges
« on: March 11, 2010, 09:45:25 PM »
I might be missing something pretty obvious here, but how do you tell what the max and min weapon ranges are in game for the different weapons?  Is there a warning indicator when firing a weapon at a target too close for the weapon to be effective?  Likewise at max range?  Or is this something you just have to know for each individual weapon?

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Offline Flyingdebris

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Re: Help with weapon ranges
« Reply #1 on: March 11, 2010, 10:00:50 PM »
 lrms have a minimum range of 300 meters.  arrow 4s is farther out.  Autocannon rounds continue on past their stated ranges but seem to start suffering drop, except for lbxes which terminate at the stated ranges, but do a lot more damage per shot, though it tends to drop off sharply due to spread.   I think ppcs also might continue on a little ways past their stated max.
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Offline Redvan

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Re: Help with weapon ranges
« Reply #2 on: March 11, 2010, 10:07:43 PM »
look in top right corner when in a mech.  shows ranges of the weapons you have.
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Offline ~SJ~ Blhurr

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Re: Help with weapon ranges
« Reply #3 on: March 11, 2010, 10:31:58 PM »
The ranges listed by the weapons groupings are good starting points.  From there you'll learn from experience and reading around here that the actual ranges differ a bit for various weapons in various situations.
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Offline CF

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Re: Help with weapon ranges
« Reply #4 on: March 11, 2010, 11:19:54 PM »
Ah, thanks, I knew it was something probably obvious.  So the top-right display lists the standard ranges but it's only a guide and some weapons will be effective more or less at distances outside/inside those.

I used to play the board game a loooong time ago and remember something to do with range modifiers when calculating dmg - that's cool that it's in the mod as well.


Offline KingLeerUK

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Re: Help with weapon ranges
« Reply #5 on: March 12, 2010, 12:15:56 AM »
There are also indicator nodes to the upper-left of the center aiming reticule.  These will "light" when your weapon is in-range and ready to fire.  You will notice that after you fire a weapon that requires a reload or cooldown period, the indicator will dim, then relight.
 
We don't have indicators in for "under effective range" weapons right now, but as there are really only 3 (LRM, Arrow IV and Long Tom) it was pushed down on the priorities list.  Also, everything leaves the barrel/tubes "active" right now and ready to damage a target.  This can lead to people trying to nose-down and point blank the missile weapons, something I hope will be resolved in a future update with a minimum distance of travel before arming.
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Offline CF

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Re: Help with weapon ranges
« Reply #6 on: March 12, 2010, 02:33:49 AM »
We don't have indicators in for "under effective range" weapons right now, but as there are really only 3 (LRM, Arrow IV and Long Tom) it was pushed down on the priorities list.  Also, everything leaves the barrel/tubes "active" right now and ready to damage a target.  This can lead to people trying to nose-down and point blank the missile weapons, something I hope will be resolved in a future update with a minimum distance of travel before arming.

Ok, so technically there is no 'min' range for say LRMs right now for them not to do damage or do limited damage?  If everything is leaving the barrel/tubes 'active', it might not be accurate, but an LRM could still do some serious hurt in close range? 

I'd argue that's not a bad design for a weapon damage system.  As long as it's difficult to really use them in close, it's more 'realistic' having solid projectiles able to damage than having them arm after a certain distance.  Although I guess I could argue either way.  Arming after a certain distance is a nice safety precaution :)