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Post by kyriaeus on Jan 4, 2008 16:39:02 GMT -5
The following guidelines apply only if you and the target area are on the same elevation, and if you are in a Canis. (Mech height and torso pitch range matter. However, different mechs will only produce marginally different results - plus or minus 5 m at most)
The maximum impact range of a Longtom is 850 m to 875 m, with the splash reaching out to 900m. This is achieved by angling the torso 100% up.
When fired flat, the Longtom will travel approx. 175 m.
The physics of the Longtom are flawed, which made it a lot easier for me to figure it out. The range has a linear relationship to the angle of the mech. 100% angle corresponds to 100% range (850 to 875).
50% angle corresponds to 50% range.
This is all fairly accurate as long as the range is above 200 m.
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Post by sky on Jan 4, 2008 23:14:57 GMT -5
have you tried a 45 degree angle or what ever angle it is that actually shoot maxium range?? i understand what your saying im just asking
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Post by kyriaeus on Jan 4, 2008 23:26:10 GMT -5
I made up a "firing chart" with intervals of 50 m and calculated, theoretical fractions of the full twist angle. All of them are pretty accurate.
100% pitch up correlated with maximum range. 75% pitch up correlated with 75% of the maximum range. 50% pitch up correlated with 50% of the maximum range.
and so on.
I'll upload the "trajectory chart" I used when I have time. Unless there's a parabola that's also a line, I think the designers screwed up on the longtom trajectory. Nothing about the cosine function (horizontal displacement) is a straight line, not its derivative, not its integral.
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Post by sky on Jan 5, 2008 0:06:56 GMT -5
longtoms work outside the laws of physics its common knowledge
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Post by kyriaeus on Jan 5, 2008 8:13:43 GMT -5
MW in general works outside the laws of physics lol
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Post by darkstar85 on Jan 5, 2008 8:25:01 GMT -5
ok well here's a quick and dirty guide to longtoming in a daisy. 1. try to be on a good peak that you can back up for cover 2. notice that there are ranging marks on the right side of the radar display begining with 350 and going to 850. 3. get a target lock on the mech you want to hit, if no lock is possable lock onto a friendly that is in sight of the enemy and have that person call range and bearing. 4. don't fire all shots to the same place, spread them out slightly to allow for enemy movement. I've hit enemy mech's at 1100+ with this set of guidelines, however it takes some practice. an extra ton or 2 of ammo is also a good idea. I typaclly have 1 longtom and 2 heap agl's for weapons backed up by 4 ermed laser's to toast anklebiters.
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Post by kyriaeus on Jan 5, 2008 10:41:04 GMT -5
To get range over 900m you need a pretty high hill lol.
Firing from the apex of a straight up jump (adds about 50 m to your elevation) will boost the longtom's impact range (where it hits the ground) by about 150m.
Also, the goal isn't to hit the mech with the longtom. Then it does less damage (strangely, yes). Goal is to land shots next to it.
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Post by {FWC}-Gunslinger on Jan 5, 2008 11:57:33 GMT -5
soooo splash damage from a long tom does more damage than a direct hit??? wtf?
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Post by kyriaeus on Jan 5, 2008 12:22:05 GMT -5
Yep. It's true. Proof: I can land a longtom on top of one of the destructable pillars on coliseum and it won't fall. If I land it next to it, it falls.
Or for easier proof, go to oilspill. Fire a pair of longtoms so that they actually hit the building. And keep doing that until it goes boom. Then go to the factory on the other side of the map and fire it so they land next to it.
If you're REALLY accurate, you can get a headshot. With a longtom.
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Post by {FWC}-Gunslinger on Jan 5, 2008 14:52:56 GMT -5
ummm....yeah.... that just sounds like it should hurt
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Post by kyriaeus on Jan 5, 2008 15:15:34 GMT -5
potential use in a drop?
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Post by {FWC}-Gunslinger on Jan 5, 2008 15:49:34 GMT -5
i'd say so, yea, i mean if we can be effective/accurate with it then it could come in handy
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Post by kyriaeus on Jan 5, 2008 15:57:17 GMT -5
Effective/accurate?
The values I calculated are good within a 10-20 m tolerance. The longtom's damage radius from its point of impact is 50 m. And the damage is flat; if you're within the 50m radius, you receive full damage. There is no "graduated splash damage"
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Post by kyriaeus on Jan 5, 2008 20:27:21 GMT -5
Update:
In the mechlab, under the chassis tab, there is something called "elevation limit" - It is the maximum the angle that the particular mech's torso is able to pitch up or down.
Most longtom-compatible mechs (canis, daishi, blood asp, etc) have an elevation limit of 30.
However, some mechs, like the Annihilator have different elevation limits. The annihilator has an elevation limit of 40, so its maximum longtom range is 133.33% as long as that of the Canis', and all other values follow suit.
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Post by Aoshi on Jan 6, 2008 2:58:11 GMT -5
ky.......get a life....lol
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Post by kyriaeus on Jan 6, 2008 12:36:22 GMT -5
I defy the laws of physics. That's how.
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Post by Hammer on Jan 6, 2008 23:57:00 GMT -5
Er...... someone needs a girlfriend
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Post by darkstar85 on Jan 7, 2008 7:04:19 GMT -5
or a 2nd hobby!
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Post by kyriaeus on Jan 7, 2008 15:09:54 GMT -5
It took me 10 minutes to do all of that.
Something with randomly relevant thoughts linking together in a short amount of time.
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Post by Hammer on Jan 8, 2008 7:36:10 GMT -5
i've seen the amount of posts you made....
it's almost as bad as Nurab....
but at least i can stomach this topic of conversation. :-))
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