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Post by Deleted on Mar 19, 2017 4:29:29 GMT
It's very real
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Bookaholic: 1776 Edition
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fiannawolf
For I am the Reading Rainbow.
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fiannawolf
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Jade Empire
N7 Ghostwolf
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Post by fiannawolf on Mar 19, 2017 4:32:18 GMT
That was one thing I did like a whole ton with the EAcess trial. The gunplay. I think Ill enjoy making different weapons at least.
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Post by Doctor Fumbles on Mar 19, 2017 4:32:19 GMT
WoW. They could at least make the mil dots useful then instead of guessing.
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guest@proboards.com
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Post by Deleted on Mar 19, 2017 4:35:54 GMT
yeah, we need a range finder for zeroing
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Pearl
optics cuck
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pearl
Top
Mass Effect Trilogy, KOTOR, Mass Effect Andromeda
FatherOfPearl
FatherOfPearl
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Post by Pearl on Mar 19, 2017 4:54:50 GMT
I actually like this, in theory. In practice though, compensating for it with just a generic crosshair will be annoying.
But hey, theoretical skillgaps and whatnot.
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lexxxich
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 159 Likes: 137
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lexxxich
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Post by lexxxich on Mar 19, 2017 23:03:59 GMT
That's definitely not a nice addition. Adjusting aim for it with such a simplistic targeting reticule is going to be a PITA.
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Post by Clockworkspectre on Mar 19, 2017 23:09:42 GMT
Bad inclusion. Kinda breaks the lore of mass effect field based weaponry. The projectiles should be moving so fast that drop shouldn't be an issue at those ranges.
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Post by Deleted on Mar 19, 2017 23:19:52 GMT
Bad inclusion. Kinda breaks the lore of mass effect field based weaponry. The projectiles should be moving so fast that drop shouldn't be an issue at those ranges. You'd think they'd have anti gravity bullets by then
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda
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Post by Giant Ambush Beetle on Mar 19, 2017 23:24:14 GMT
Love it, the first cool thing I did not expect to see in ME:A. Though the drop is a little much for 200 meters, I used to shoot a lot long range matches with a .300WM target rifle, at 200 meters drop with my very hot loads was only like 15 centimeters / 6 inches when using a 100 meter zero. That drop is a little much for a precision rifle that far in the future, but this might be a gameplay choice . Would have loved to see a christmas tree / mildot holdover though. Like the Horus H59 scope:
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linksocarina
N5
Always teacher, sometimes writer
Teaching Mode Activated
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
PSN: LinksOcarina
Posts: 3,186 Likes: 4,072
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Always teacher, sometimes writer
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Teaching Mode Activated
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
LinksOcarina
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Post by linksocarina on Mar 19, 2017 23:58:16 GMT
Works for me, especially since i'm used to sniping.
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I was called Ryder before it was cool... ...I'd love to, you know, be social and things.
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Post by BansheeOwnage on Mar 20, 2017 0:01:03 GMT
Bad inclusion. Kinda breaks the lore of mass effect field based weaponry. The projectiles should be moving so fast that drop shouldn't be an issue at those ranges. Yeah, it really makes no sense, this weapon appears to be hitscan (as railguns should be at these ranges), so how the hell does the projectile have time to drop that much before it hits its target?
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Post by I'm Not Dead Just Yet on Mar 20, 2017 0:02:49 GMT
Not sure I like this. Call me a noob or tell me to git gud or whatever, I love sniping in singleplayer but having to adjust my aim like that really annoys me in video games.
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Post by Giant Ambush Beetle on Mar 20, 2017 0:35:27 GMT
Bad inclusion. Kinda breaks the lore of mass effect field based weaponry. The projectiles should be moving so fast that drop shouldn't be an issue at those ranges. Yeah, it really makes no sense, this weapon appears to be hitscan (as railguns should be at these ranges), so how the hell does the projectile have time to drop that much before it hits its target? I actually think it could be explained, or at least explained well enough not to talk about a total design flaw. Recoil is a thing, even with guns far in the future, if stuff comes out of the barrel Newtons third law kicks in. When one body exerts a force on a second body, the second body simultaneously exerts a force equal in magnitude and opposite in direction on the first body. Period. With velocity energy and recoil increases exponentially, so increasing the velocity by only two times results in absolutely dramatic increase in recoil. With velocity you quickly enter the territory of producing so much recoil the gun itself becomes a projectile, propelling itself through the wielders shoulder. To combat the effect of recoil you can do two things: make the gun much heavier or decrease the weight of the bullet. A lot. The second option is obviously far more practical for small arms. The problem is, at a certain scale projectiles become increasingly ballistically unfavorable, despite their streamlined shape and blistering velocities. With decreasing size the ballistic efficiency decreases exponentially, meaning while the projectiles leave the barrel at super fast velocities they are so lightweight and tiny they shed their velocity really fast due to air friction and bad ballistic coefficient, resulting in noticeable drop at extended ranges. Thats why real life long range rifles shoot relatively large projectiles, they retain their velocities much better than small projectiles. So, in a nutshell, it could be explained that the projectiles are VERY small and lightweight to make recoil bearable at those crazy velocities, resulting in said projectiles slowing down fast at extended ranges resulting in drop. -> If fired on planets with atmospheres. One thing makes no sense though, drop is just a side effect by time of flight of the projectile, so besides drop they should also make the projectile actually get to the target. So you have to compensate for drop and lead the target if its moving.
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Post by Doctor Fumbles on Mar 20, 2017 0:46:51 GMT
Yeah, it really makes no sense, this weapon appears to be hitscan (as railguns should be at these ranges), so how the hell does the projectile have time to drop that much before it hits its target? I actually think it could be explained, or at least explained well enough not to talk about a total design flaw. Recoil is a thing, even with guns far in the future, if stuff comes out of the barrel Newtons third law kicks in. When one body exerts a force on a second body, the second body simultaneously exerts a force equal in magnitude and opposite in direction on the first body. Period. With velocity energy and recoil increases exponentially, so increasing the velocity by only two times results in absolutely dramatic increase in recoil. With velocity you quickly enter the territory of producing so much recoil the gun itself becomes a projectile, propelling itself through the wielders shoulder. To combat the effect of recoil you can do two things: make the gun much heavier or decrease the weight of the bullet. A lot. The second option is obviously far more practical for small arms. The problem is, at a certain scale projectiles become increasingly ballistically unfavorable, despite their streamlined shape and blistering velocities. With decreasing size the ballistic efficiency decreases exponentially, meaning while the projectiles leave the barrel at super fast velocities they are so lightweight and tiny they shed their velocity really fast due to air friction and bad ballistic coefficient, resulting in noticeable drop at extended ranges. Thats why real life long range rifles shoot relatively large projectiles, they retain their velocities much better than small projectiles. So, in a nutshell, it could be explained that the projectiles are VERY small and lightweight to make recoil bearable at those crazy velocities, resulting in said projectiles slowing down fast at extended ranges resulting in drop. -> If fired on planets with atmospheres. One thing makes no sense though, drop is just a side effect by time of flight of the projectile, so besides drop they should also make the projectile actually get to the target. So you have to compensate for drop and lead the target if its moving. Good explanation. What about the energy snipers we see in the trailers though? Will they only be good at medium range?
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Post by Giant Ambush Beetle on Mar 20, 2017 1:20:52 GMT
Good explanation. What about the energy snipers we see in the trailers though? Will they only be good at medium range? Who knows? As a gameplay mechanic to limit the effectiveness of the precision rifles it would make sense to make the effectiveness dwindle the further the projectile travels, - otherwise large open scale areas would turn into complete sniper parties with people shooting each other in the face from several thousand meters distance. Physics is whats prevent this from happening in real life too. Real life bullets lose a lot of velocity due to air friction, a typical rifle bullet starting out at mach 3 is only a tad above the speed of sound at 1000 meters, resulting in time of flight of up to 1.7 seconds and lots of energy loss.
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Post by derrame on Mar 20, 2017 1:24:13 GMT
that's very realistic, but shouldn't the bullet drop depending on the planet's gravity?
the stronger gravitiy, the faster the bullet drops
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Post by beelzebub on Mar 20, 2017 1:27:34 GMT
that's very realistic, but shouldn't the bullet drop depending on the planet's gravity? the stronger gravitiy, the faster the bullet drops And jump height/ walk speed. It would make for a compelling gameplay system, but I doubt see something like that.
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Post by Giant Ambush Beetle on Mar 20, 2017 1:27:40 GMT
that's very realistic, but shouldn't the bullet drop depending on the planet's gravity? the stronger gravitiy, the faster the bullet drops Oh boy, don't open this can of worms! Once we start talking about varying gravity on different planets TONS of stuff in the Mass Effect universe gets really wonky. Lets not go there...
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Post by Andrew Lucas on Mar 20, 2017 1:45:24 GMT
That part of the lore was never fun and only an excuse to avoid angry newbs complaining about bullet drop.
Get gud now.
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Post by nolerhn on Mar 20, 2017 2:29:00 GMT
I actually think it could be explained, or at least explained well enough not to talk about a total design flaw. Recoil is a thing, even with guns far in the future, if stuff comes out of the barrel Newtons third law kicks in. When one body exerts a force on a second body, the second body simultaneously exerts a force equal in magnitude and opposite in direction on the first body. Period. With velocity energy and recoil increases exponentially, so increasing the velocity by only two times results in absolutely dramatic increase in recoil. With velocity you quickly enter the territory of producing so much recoil the gun itself becomes a projectile, propelling itself through the wielders shoulder. To combat the effect of recoil you can do two things: make the gun much heavier or decrease the weight of the bullet. A lot. The second option is obviously far more practical for small arms. The problem is, at a certain scale projectiles become increasingly ballistically unfavorable, despite their streamlined shape and blistering velocities. With decreasing size the ballistic efficiency decreases exponentially, meaning while the projectiles leave the barrel at super fast velocities they are so lightweight and tiny they shed their velocity really fast due to air friction and bad ballistic coefficient, resulting in noticeable drop at extended ranges. Thats why real life long range rifles shoot relatively large projectiles, they retain their velocities much better than small projectiles. So, in a nutshell, it could be explained that the projectiles are VERY small and lightweight to make recoil bearable at those crazy velocities, resulting in said projectiles slowing down fast at extended ranges resulting in drop. -> If fired on planets with atmospheres. One thing makes no sense though, drop is just a side effect by time of flight of the projectile, so besides drop they should also make the projectile actually get to the target. So you have to compensate for drop and lead the target if its moving. Good explanation. What about the energy snipers we see in the trailers though? Will they only be good at medium range? That explanation works for me. If I remember correctly the first game had a codex entry about small arms stating something to the effect that the projectiles actually are very tiny and shaved from a solid block of metal that lasts thousands of rounds, which was why we didn't have a limited ammo supply in the original at least. The projectiles were just accelerated to extreme velocities. And there was another codex entry that mentioned something the size of a paint chip could be a weapon of mass destruction if accelerated to sufficient velocities. Or something like that..
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Post by Lebanese Dude on Mar 20, 2017 3:18:04 GMT
Dat FPS. It's so beautiful.
*struggles at 30fps*
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Atemporal Vanguardian-Debugger
N6
At sunrise there is the sunset.
To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Jade Empire, Mass Effect Andromeda, SWTOR
Origin: NO. NEVER. AGAIN.
XBL Gamertag: No.
PSN: No
Posts: 5,220 Likes: 5,079
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At sunrise there is the sunset.
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To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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Bottom
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Jade Empire, Mass Effect Andromeda, SWTOR
NO. NEVER. AGAIN.
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No
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Post by Atemporal Vanguardian-Debugger on Mar 20, 2017 4:58:16 GMT
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lexxxich
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
Posts: 159 Likes: 137
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by lexxxich on Mar 20, 2017 10:46:12 GMT
Looking at that video again, bullet drop seems to be there, but not bullet travel time. It just hits lower than your crosshair, immediately upon pulling the trigger.
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TormDK
N3
"No Fear! No Pity! NO REMORSE!"
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: TormDK
Posts: 880 Likes: 1,378
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TormDK
"No Fear! No Pity! NO REMORSE!"
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March 2017
tormdk
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by TormDK on Mar 20, 2017 11:23:29 GMT
Looking at that video again, bullet drop seems to be there, but not bullet travel time. It just hits lower than your crosshair, immediately upon pulling the trigger. Some of the weapons have both. Like the Thokin assault rifle. It fires blobs of (Somewhat tracking) plasma, that has a real travel time to target.
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Post by Deleted on Mar 20, 2017 11:39:30 GMT
In real world military-grade weapons you don't need to engage in Arkansas elevation, so long as you haven't exceeded it's maximum effective range. The M-16 for instance has an elevation knob that you can adjust depending on your range to the target. It adjusts the rear sight to compensate for range and the bullet's trajectory. In layman's terms you wouldn't need to raise the sights above the target. On that note this seems like a bit of a step backwards for Mass Effect weapons, so from a purely lore perspective it is kind of dumb. In the end though when it comes to the shooter gameplay the only thing that matters is how fun it is, and this could end up being a fun mechanic.
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