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Laser Recharge

 
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Flostin
Harbinger of Death


Joined: 13 Jun 2005
Posts: 283

PostPosted: Thu Jul 28, 2005 9:05 am    Post subject: Laser Recharge Reply with quote

Ballistic: 5 range, means 5 range....makes sense

Missile: 5 range means 10 max range, normal hit ratio from 5-10 spaces, less from 1-4? Makes sense

Laser: 5 range means 10 max range, normal hit ratio from 1-5 spaces, less from 6-10? This is ok I suppose, but leads to abuse considering some other posts I made. I figured it would make more sense if it worked more "realisticly", like the other 2.

We all know that lasers lose power the further they go. This is true in reality:) It would make sense in the game as well

Laser: 7 range means 14 max range, normal hit ratio from 1-7 spaces. Each space after that would do less dmg depending on range, lets use 7 range as an example. So at 14 range, the laser would do 1/7th it's "MAXIMUM dmg" So if a Meka that did 28 laser dmg WITH mods, attacked an object at 14 range, it would do 1/7th of 28, or 4 dmg. 13 range, would be 8 dmg, 12, would be 12 dmg, 11 range would be 16 dmg, and so on. This would also help with the fact that with elite gunnery, lasers seem to almost always hit their targets, even at double range.

Just an idea:)
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Dakravel
Simple


Joined: 07 Jul 2005
Posts: 46

PostPosted: Thu Jul 28, 2005 2:42 pm    Post subject: Reply with quote

Quote:
This would also help with the fact that with elite gunnery, lasers seem to almost always hit their targets, even at double range.


Flostin, pretty much any level of gunnery could hit a building at long range while standing still. In actual combat however, when both units are moving around, and especially if one unit is moving as fast as possible so as to try and catch up with a more maneuverable unit, chance to hit will go down a fair amount.
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Flostin
Harbinger of Death


Joined: 13 Jun 2005
Posts: 283

PostPosted: Thu Jul 28, 2005 6:24 pm    Post subject: Re: Reply with quote

Quote:
Flostin, pretty much any level of gunnery could hit a building at long range while standing still. In actual combat however, when both units are moving around, and especially if one unit is moving as fast as possible so as to try and catch up with a more maneuverable unit, chance to hit will go down a fair amount.


I specfically use meka's as the example, and specifically for this reason. I knew you would say something about buildings etc, even though I in no way even mention them:)
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Dakravel
Simple


Joined: 07 Jul 2005
Posts: 46

PostPosted: Fri Jul 29, 2005 12:40 pm    Post subject: Reply with quote

Well then Flostin, how many heated, long range battles where both sides are maneuvering for position have you fought in? I've fought in a lot and it's hardly the case that my laser units firing at 2x range have "easy" or higher chance to hit all the time. What's your experience?
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