Mystere, on 12 April 2015 - 09:06 AM, said:
Well, if you haven't figured that one out yet, then I am afraid I cannot help you.
Many just want to avoid those "Oh ****!" moments. But it is a rare gem who prevails in spite of them.
Yeah, I'm a bad-ass at Dead Space. Still doesn't make it enjoyable in a competitive multiplayer arena.
For me, at least.
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FTFY. (I want to play a BattleTech game of war in the InnerSphere and beyond, not simulate being on a rifle range play another version of Call of Duty like some others seem to idealize want.)
Less "Battletech", more like prior MechWarrior titles (not including console versions), and vehement dislike of anything that mimics Call of Duty or the cancerous aspects of World of Tanks.
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But you are already working with the Devil, since the first time you played the game. Denial will just allow him to possess your soul.
The Devil has his uses in carefully measured & small partitions. It's when you embrace the Devil that things go wrong.
All banter aside, I'm thinking about your idealized CoF - and how big a cone are you talking here?
Cause, to my mind, you're saying it's fine as long as the CoF is kept very small.
I'm not seeing, at that point, how it'd function better than giving weapons separated points of aim while still retaining precision and accuracy - like you might as well just go with this latter idea.
Would it be possible for you to take a couple screenshots, one for "stationary", "on the move", "close up", "at range", or whatnot, and just paint in with MSpaint or something how you think the aiming reticule should look, so I can get a better idea of what you're saying?
Cause the worst case scenario for me is that it looks exactly like something out of World of Tanks...while the "best" possible scenario to my mind (if we're talking CoF) would look rather like a center dot that's been enlarged to a still pretty tiny circle, just large enough that shots at a distance would vary a little.
There's a problem here too, though, that just occured to me: how the heck would CoF work if you've got a Gauss Rifle, an SRM6, a Large Pulse Laser, and an array of SPL/Machine guns?
I mean, if you use a unified, one-CoF-for-all-weapons scheme, seems to me that would just indirectly buff shortrange weaponry, since it'd still effectively be pin-point while combat at range would be hindered. Since shortrange weapons in large numbers is already quite advantageous compared to heavier-tonnage, long-range weapons, I don't think that kinda help is necessary.
I think at that point it'd be easier to just go with the perfect-accuracy, separated-convergence train of thought.
1453 R, on 12 April 2015 - 10:07 AM, said:
You are supposed to just up and deal with the fact that three out of five shots you fire are going to miss wildly, and the remaining two will hit where you were actually aiming only by the grace of the heavens, no matter what you do. Because that is by God how BattleTech TT works, and thus that is how MWO should work.
Screwwww that. NO. Nein. Nyet. Bad. Evil. Ban it. Shun it. Burn it with fire. Bury it six feet deep. Never again.
Seriously, if you want to get me to quit the game, this right here is how you do it. No amount of cool stompy robot combat could ever possibly redeem that level of cancerous luck-based ridiculousness. It wouldn't be a competitive game anymore - anytime raw number-luck is involved in determining how combat goes, fun/balance/fairness/competition fly out the window.
I want a MECHWARRIOR COMBAT SHOOTER, not a DICE-ROLL SIMULATION ON STEROIDS.
If I want a slot-machine with lasers, light beams, explosions, and other special effects, I can visit a casino.
Edited by Telmasa, 12 April 2015 - 07:35 PM.