

Should There Be A Penalty To Accuracy While Moving?
#1
Posted 19 March 2013 - 09:14 AM
In games like COD and Battlefield, you tend to temporarily sacrifice mobility in exchange for high accuracy for your weapon. You aim down the sights and your movement speed drops down a lot. So in exchange for offensive power, you become more vulnerable.
You can get perks or weapons attachments that let you shoot from the hip while moving around a bit more accurately, but there are tradeoffs there of course. In Battlefield 3, for example, if you get a laser sight that lets you shoot from the hip more accurately, you usually can't use a suppressor at the same time, which would let you shoot without appearing on the minimap radar. And even wtih the laser sight, firing from the hip and on the move isn't as accurate as aiming down the sights would be.
Anyway, if MWO had some big accuracy penalties applied while moving, perhaps it would lead to a more enjoyable game. (Could make it less fun though too, not disregarding that possibility). Perhaps it would help to get rid of the "Circle of Death" fighting where mechs are running around each other and blasting away, since the weapons would be less accurate while doing the circle dance.
I personally find the circle of death to be a weird and goofy way to fight people. It has a sense of awkwardness and clumsiness to it, IMO, that isn't very fun. (I'm sure others disagree though).
Also, perhaps accuracy penalties while moving would make it easier to do hit-and-run tactics and to disengage from fights. Right now it's hard to shake off a pursuer, IMO. If you run directly away from an enemy, the enemy can usually just chase you and shoot you to death, so people gravitate towards the circle of death instead. "If I run away, I'll just die from getting shot in the back. May as well fight to the death."
But with accuracy penalties with movement, I think running away would be easier to do. Your pursuer would want to prefer to slow down or stand still while shooting at your back, while you are free to maximize your speed and leave the battle. And "Circle of Death" would be discouraged. So there's still that window of opportunity for your pursuer to kill you with backshots, but it'd be smaller than it is now.
#2
Posted 19 March 2013 - 09:20 AM
Jump Jetting, Needs a penalty.
Perhaps While your boosting into the air its bumpy and your aim jitters all over the place, but once your jets shut off and you freefall, it stabilizes until impact.
#3
Posted 19 March 2013 - 09:21 AM
#4
Posted 19 March 2013 - 09:22 AM
You are aware that all of our current computerized military equipment can fire accurately on the move? The M1 abrahms tank has been doing this for 25 years.
#6
Posted 19 March 2013 - 09:25 AM
#7
Posted 19 March 2013 - 09:25 AM
#8
Posted 19 March 2013 - 09:39 AM
How often does a circle of death occur in the TT game?
#9
Posted 19 March 2013 - 09:42 AM
#10
Posted 19 March 2013 - 09:44 AM
In MWO you aim, no need for a movement penalty.
#11
Posted 19 March 2013 - 09:45 AM
#12
Posted 19 March 2013 - 09:49 AM
Stygian Steel, on 19 March 2013 - 09:42 AM, said:
Basically this. The gyro in a mech already manages to keep a 100-ton bipedal behemoth from toppling over even while moving at 50 kph... i think it can handle keeping the guns steady as well.
#14
Posted 19 March 2013 - 09:51 AM
#15
Posted 19 March 2013 - 09:52 AM
#16
Posted 19 March 2013 - 09:52 AM
xDeityx, on 19 March 2013 - 09:45 AM, said:
^ this, seeing as most other games make use of RNG to simulate the character's penalty as a cop-out for not making the toons gun wobble everywhere when your running around, it SHOULD fall to the players own steady hand when firing from a stabilized platform
#17
Posted 19 March 2013 - 09:53 AM
stjobe, on 19 March 2013 - 09:44 AM, said:
In MWO you aim, no need for a movement penalty.
I dunno bout you, but I find the difference in aiming while moving and aiming while stationary in MWO to be fairly negligible. The tabletop game applies a +2 penalty though.
#18
Posted 19 March 2013 - 09:54 AM
Stygian Steel, on 19 March 2013 - 09:42 AM, said:
Todays weapons have much longer ranges. So by this logic we should be able to engage much further than a mere 1000 meters,
#19
Posted 19 March 2013 - 09:55 AM
Stygian Steel, on 19 March 2013 - 09:42 AM, said:
mechs are fictitious...but if you really want to get into it.
-is the M1 abrams bouncing along on 2 steels rods 20ft tall? oh it's mounted on a series of wheels with torsion bar suspension...
-mechs themselves as weapons platforms are one of the worst a force could possibly field.
-as a mech bounces up and down; the point of origin for every shot is literally moving up and down.
Mxxpower, on 19 March 2013 - 09:22 AM, said:
actually Quake and Counterstrike (v1.6) both utilize perfect accuracy like MWO.
Stygian Steel, on 19 March 2013 - 09:52 AM, said:
that's just it though, mechs are not stabilized platforms. The only mechs in battletech that could qualify as stabilized would be quadmechs, but the regular two-legged mechs? you scale up the human frame, the instability scales with it.
Edited by Aaron DeChavilier, 19 March 2013 - 09:59 AM.
#20
Posted 19 March 2013 - 10:00 AM
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