Hotthedd, on 01 November 2015 - 03:38 PM, said:
It may be, but it in itself is not twitch, and a game can be twitch without respawns.
We do disagree on the skill level required to hit what you aim at in this game. More to the point, I have a problem with the ease of hitting what you shoot at compared to the relative difficulty of doing it in a BattleMech. MW:O does not feel like you are in a 'mech.
easy? look at beginners look at normal matches what you see sometimes is gruesome, so its definitely not easy. since you will never have anything but a mouse to aim and nothing but buttons to shoot I am eager to here what else you want to use?
If it does not feel for you being in a mech thats your personal problem dont try to sour the game for others. someone has built a pretty cool cockpit around his gaming pit maybe that helps for you too.
Hotthedd, on 01 November 2015 - 03:38 PM, said:
And conversely I must stress that the amount of data itself is the same, the actual data is different. IGP/PGI took the lazy way out by saying that slower auto convergence took too much load, so ANY multiple weapon/multiple target data takes too much load. The PROBLEM was in the game correcting the convergence, and having to transfer THAT continuous info back and forth between players of differing pings.
I fear it is not the case, the amount transfered is MASSIVELY more.
Now for hitting purposes the following is transferred continuesly
now:
coordinates for arms and torso alinement in infinity AND distance to first solid surface in front of each of these points.
your cone:
has to transmit ADDITIONALLY (you always need the direction of ams and chassis):
first the cone geometry has to be transmitted; then the server has to roll where you hit in the cone then the coordinates in infinity for each time you press the firing button and for each set of coordinates the distance to the first solid thing. and that for every weapon fired. and that data has to be relayed to EVERY client. Amount of data rises by at least an order of magnitude. if you wish some convergence that would be ADDITIONAL data that has to be sent for EACH weapon fired (also time between last distance change to a solid surface in front of each point and current convergence progress)... so just forget it, it just does not work.
Why should your cone actually ever be worse than weapons shooting straight ahead? If you use that as a basis your idea is getting completely nonsense since many mechs have their weapons so close to each other that these will hit the same spot all the time.
Hotthedd, on 01 November 2015 - 03:38 PM, said:
I would take anything that simulates more realism, and/or more adherence to the BT universe.
Yes, people would chain fire IF there were an actual choice (more drawbacks to group fire)
Actually people would say. "frag you i am not using a dozen different buttons just to fire my weapons, bye I go playing Elite" or they say: "frag you I am not just using only 3 of my 12 weapons, bye I go play Star citizen" since thats the rough cycle time for chain fire. The rest would be completely useless redundent weapons that you simply cannot use in chain fire. People would also say: "where the frag is the weapon grouping why cant you fire than more weapon at once?"
Hotthedd, on 01 November 2015 - 03:38 PM, said:
It is no more data than if everybody were to chain fire as the game is right now. As I explained, it could be done to no ill effect. The game is already too simple.
As has been concisecively proven it is much much more data. And the massive amounts of data that you have to transfer will have massive ill effects for a miniscule gain. There are much more effective ways to increase TTK.
Hotthedd, on 01 November 2015 - 03:38 PM, said:
Either more spread of shots or more time between shots WOULD increase TTK. There is no debating that point.
It IS possible.
It is ineffective and highly annoying people. Wait until your cone results in team kills the outcry will be spectacular. Decreasing the damage per shot is MUCH MUCH more effective because you can STILL hit everything at the same spot with your cone idea, while lowering damage is ALWAYS effectively increasing TTK. And its done with the simple change in a html script.
Hotthedd, on 01 November 2015 - 03:38 PM, said:
Do you really think PGI gets most of its revenue from FPS gamers? I do not. The main playerbase that has financed this game is the BattleTech fan. Those people will welcome any changes that brings MW:O back towards the sim side and away from the more arcade side.
Nobody said its FPS guys; actually this game has absolutely no appeal for FPS guys and thats good. the main financial base are the competetive players and the die hard mech warrior fans. And you can be sure those HATE the cone idea. Also anyone who has ever played a cone game will tell you its annoying junk. You missed and the other mech hit just because the server rolled that is hideosly unfair. if you die you should have been NEVER at the mercy of some absurd artificial randomness.
Hotthedd, on 01 November 2015 - 03:38 PM, said:
Except if there are for example 5 lasers fired at once, they are spread within that cone for the duration of the burn, reducing the pinpoint damage. But if you see no difference, then what is the big deal?
Again you are having a misconception: Lasers are not pinpoint its a DOT. the big deal is that you are wasting programming time, that you are wasting processing time also wasting bandwidth. All of these things can be used in a much more useful way. Also there is absolutely no reason to absurdly spread the damage of lasers into a cone. Its completely illogical and completely non-intuitive. Also imagine that one or two LL will hit an friendly? what then? like to be team killed because of randomness?
Hotthedd, on 01 November 2015 - 03:38 PM, said:
I would argue that firing several weapons simultaneously AND having them all hit the same component of a 'mech requires more skill than dragging a mouse and clicking a button, which anyone can do. I stand by my analogy.
why should lasers spread??? complete absurdity. your method introduces exactly zero skill, it introduces randomness nothing more. you can only point at the general direction targeting anything is not necessary anymore since you cannot hit anything specific anyway. I see absolutely no skill increase in that, its in contrast a massive deterioration since targeting is not necessary anymore. You can stand as much as you like it still becomes neither true nor a good solution.
Hotthedd, on 01 November 2015 - 03:38 PM, said:
I am not just talking about lasers, but atmospheric particles absolutely DO affect lasers. (so does gravity, to be honest, but not at the ranges we deal with)
Particles only lessen the intensity but do not change the direction of a laser, gravity.... you really want to discuss the effect of gravity on earth like worlds on light?
Hotthedd, on 01 November 2015 - 03:38 PM, said:
How many weapons is that Leopard II firing at once?
I am all for having precision when firing one weapon. Show me a video of any weapons platform firing multiple non-guided munitions and hitting the same spot at the same time and we can talk.
OK you want perfect precision with one weapon why should it be different when firing more weapons, except wishful thinking of course? it can never be worse than convergence in infinity and even then you dont gain ANY increase in TTK on many mech while completely gimping others.
It is firing all weapons it has, since there is no multicannon tank in existance and guided munitions are what is used mainly you know that that cannot be shown. But it seems you have not understood what gyro stabilizations means you completely cancel out any outside effects including recoil from any other sources you can even kick something thats properly gyrostabilized and it does not waver. Apart from that Lasers do not have recoil so that whole argument is nonsense for Laserbased weaponry.
Well its being done continuesly: the Apollo refraktion mirrors on the moon are being continuesly hit from different parts of earth pretty much at any moment by yes you guessed it Lasers.
Hotthedd, on 01 November 2015 - 03:38 PM, said:
I never said a cone of fire was random, you did. I said that a cone of fire simulates imperfect precision. There is a world of difference. Imagine playing darts at a bar. It is the difference between missing the bullseye in darts and hitting the bartender with a dart.
If its not random its useless, then I can predict where I will hit before hitting the button. Effect will be zero for TTK.
lazy people just put a dot on their screen with a marker.
Hotthedd, on 01 November 2015 - 03:38 PM, said:
Are you saying that one cannot snap shot with lasers? I must disagree.
well you have to keep the lasers on the target, pretty detrimental for moving erratically...
Hotthedd, on 01 November 2015 - 03:38 PM, said:
Different rules, obviously.
same rules, same ruleset you just use the fun many many many die-rolling way. I can recommend tactical operations by the way very good advanced rules book. Also finally very well bound. and BT needs to spread...
Hotthedd, on 01 November 2015 - 03:38 PM, said:
Because it is supposed to be a "thinking man's shooter". There should be trade-offs to different styles, it is bad game design to have one way of playing superior in every way to another. It makes certain chassis inherently better than others due to hardpoint numbers and locations.
If one way should be "better" than the other, then it should be the lore-friendly chain fire if this is supposed to be a BattleTech based game.
lets see so you think brainlessly shooting at the general direction of the enemy and being happy if the server rolls the desired section makes it a thinking mans shooter? you are arguing on a whole wrong layer. if you want more simulation dont introduce randomness. The only person in control if you hit or miss has to be yourself.
Certain chassis ARE inherently better even in BT. like it or not but thats the case. why do you think BV has been introduced some 20 years ago?
what makes you belive that chain fire is more lore friendly? it is highly unlikely that people in reality would be so stupid to fire each weapon seperately... add to that the fact that highest to hit probability is the center you might get very unhappy with that approach.
concerning playstyles: hitting the enemy is always the superior gamestyle....
tl,dr
cone will not work
sensor based damage reduction just because you have no lock is simply absurd nonsense.