Many people were fans of the "cone of fire" in order to combat this. However, I see this as a rule that would artificially limit the skill level of the game, in the same way that MW4's targeting method caused the skill level to be artificially raised (since everyone had perfect aim).
I propose instead, that mechs should sway, bob, and (for the heaviest mechs) have huge jarring footsteps. This would cause the aim of the mech to be constantly moving with it. Scout mechs would have the issue of swaying and bobing at top speed, which would encourage them to slow down a bit if they wanted to actually fight in a serious manner. For mechs like the Atlas, it is a huge mech that weighs 100 tons. It would have giant, halting, jarring steps that would affect your aim every time the mech took a step. This would encourage pilots to stop moving if they wanted to get off a perfect shot.
But as we all know, "Speed is life. You go slow, you die" That's why I think this method will encourage people to not stop, not slow down, but instead speed up and learn to fight THROUGH the bobing and swaying and huge steps. This method would cause players to have a hard time fighting at first, but with practice and skill they could learn to use their mechs better and thus be able to land those tough shots, even while the mech is traveling at cruising speed! Thus, I propose a system that does NOT have a cone of fire, but in return has a much higher player skill cap than any system with "CoF" effects.
Also, unlocking arm aiming from torso aiming would raise the skill cap as well. I know this leads to another problem where people wont want to torso twist, or won't realize they can (with new players). To combat this, I believe the solution is the have the torso aiming be static (locked to dead center) and have the arms be aimed with a system similar to what "Steel Battalion" used. Two reticules, one representing the players desired position, and the second reticule representing the actual position of the arms. Having the second reticule follow the players reticule at a speed determined by the speed of the engines/servos/myomer strength/etc... This would create a more realistic system, raise the player skill cap by allowing them to aim in different places, and reduce the effects of players "flicking" with mouse controls trying to use techniques from more unrealistic FPS games.
That's my suggestion for targeting. I got my inspiration from many places. I will keep an open mind and won't "expect" you to do anything I just said. I trust that the system you do use will be great in its own way. In any case, that's what I think. Take from it what you will.
-Tony
EDIT: This thread is very old now. I've read ALL of this thread three times and I have more knowledge of targeting than I ever expected to have in my life. Thanks to everyone for your input.
Edited by GreenHell, 27 December 2011 - 09:51 AM.