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Should There Be A Penalty To Accuracy While Moving?


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#41 Vermaxx

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Posted 19 March 2013 - 11:46 AM

View Postvon Pilsner, on 19 March 2013 - 11:26 AM, said:


No, I think it is a terrible idea for a skill based game.

So, every game tournament based on anything but Counterstrike is nothing but random rolls and no large amount of human skill?

COD type games all have muzzle rise and movement effects. The people playing these are less of a quality gamer, then, because they rely on 'random elements?'

It seems to me that the only thing you recognize is the kind of game where you can reliably get a headshot without any external factors like realism. I am not saying people who play Counterstrike are unskilled. I am saying you are biased and bigoted.

#42 MeatForBrains

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Posted 19 March 2013 - 11:47 AM

This is a simulator not Call of Duty. So no.

#43 Terror Teddy

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Posted 19 March 2013 - 11:47 AM

So...hitting another moving targetis NOT a penalty already?

I would rather see some heat based mechanics for
-Fire rate
-Heat sink efficinecy
-Engine efficiency
Etc

Edited by Terror Teddy, 19 March 2013 - 11:48 AM.


#44 OuttaAmmo NoWai

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Posted 19 March 2013 - 11:49 AM

There *is* a penalty to shooting while moving. It's called...

"the target is kind of hard to hit all of a sudden oh my god what's happening ffffuuuuu-"

And then you miss. Because you're moving.


#45 OneEyed Jack

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Posted 19 March 2013 - 11:57 AM

View PostDanNashe, on 19 March 2013 - 10:05 AM, said:


Given that mechs like humans have an inflexible skeleton, even walking should cause your reticle to shake. Note that I am NOT sAying random cone of fire. I am saying reticle jerking as you move. Either via a bounce in time with your footsteps or as a natural consequence of natural terrain.


Bored with this topic, so this post is as far as I got, but I figured I's point out that my reticle already does this. Can't say how many shots I've missed because terrain made my shot suddenly shoot above or below my target.

#46 TheRulesLawyer

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Posted 19 March 2013 - 12:00 PM

View PostMxxpower, on 19 March 2013 - 11:43 AM, said:


You are right! I am soooo stupid, I mean, gyroscopically balanced walking platform makes it completely IMPOSSIBLE to stabilize weapons.....sorta like a boat..



or maybe a humvee, truck http://www.eostech.com/d_systems.html

Yep... It would be UNPOSSIBLE to stabilize a weapon on a 2 leg platform

http://www.switched....ebuted-by-army/

Or even a 4 leg one...

http://www.blinkx.co...rtinXrgZuodpZmw

I guess the army should stop their purchase orders on them

#!


Its not about it being possible. Its about what should be done for balance. BTW even stabilized platforms are less accurate when on the move. They're just more accurate than unstabilized ones.

#47 Aaron DeChavilier

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Posted 19 March 2013 - 12:15 PM

View PostMxxpower, on 19 March 2013 - 11:43 AM, said:

snark snark snark


I said that quadmechs were the most stable, and big dog supports that assertion.
But as for that humanoid one, let's scale that up to about 40ft tall, make it weigh 50tons and propel it forward over uneven terrain at 70kph. If it bears out as a stable platform, then yes you are correct; until then we have a human sized one that still can't hold a gun and fire it on the move...

The boat may be the closest thing, but I'd like to see its accuracy in choppy seas (which would equate more to solid land mass terrain).

#48 shihku7

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Posted 19 March 2013 - 12:17 PM

Uhmm I saw those videos and I think the +1 and +2 accuracy penalties from movement are even more sensible now. In the ship gun stabilization video, it says there is a 70% hit accuracy against a non-moving target. 70% is much lower than what we get in MWO against a stationary target. In MWO it's more like 99.9%...





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