Seox, on 24 March 2013 - 11:03 AM, said:
That you have yet to even address potential concerns like this heavily underline the lack of forethought that you're putting into this; Furthermore, that you don't seem to be able to adapt to torso twisting and juking fire really leave me feeling that the game is fine as is and that those in favor can't seem to learn how best to apply the mechanics. What the game needs is a tutorial, not breaking aim, torching PPCs and Gauss, buffing the hell out of SRMs and capping skill artificially while raising the skill floor at the same time, all with one extremely poorly thought out idea that was thrown around the forums 5+ times. That literally makes the game less friendly to every single group of players out there; beginners, poor players, skilled players...you name it, all because five or six people haven't yet found their niche in game.
People who are not skilled at the game will have more trouble by default, as their attempts to hit will be spread around further. Ever spectated players after you die? Noticed how badly they spread their fire? At least it's all focused on one point; this suggestion would remove even that.
You assert multiple times that it's a skill that people could pick up, thus it "introduces more skill." People have enough problems with parallax aiming in third person shooters using a single weapons along a single axis where hits to any part of an enemy are rewarded; no human being has the level of spatial intelligence necessary to calculate parallax on two or three sets of weapons, especially when this game requires FOCUSED fire and not just hits to any part of the enemy.
I get that you think convergence leads to low TTK, I really do. I'm just not convinced that breaking all these other things is worth "fixing" something that only a handful of people have a problem with. If you'd demonstrated some consideration of the implications of implementing a system like this, sure, but to me it just looks like you're upset that 6 PPC stalkers killed you.
Good constructive post!
Regarding SRMs, you still have to aim them to have them land on a section. So I am not sure why this would be disproportionally balanced toward SRMs being better than other weapons. Take the Stalker, those SRMs mounted in the LT and RT would be landing on the left side and right side of the mech when firing. No matter how far or close away, their center of spray would be to the left and right of the Torso crosshair. So if you want them both to hit the CT, you would have to first aim to the right and fire the LT SRMs and then aim right and fire the RT SRMs.
The suggested change would also effect brawlers more than long range direct fire builds more as they have less time to compensate for the various sections to fire. So they will either need to take their time on some important weapons (like the AC/20 on the Atlas) or just fire at the mech to deal damage.
The long range direct fire mech has much more time to aim their individual weapons onto locations. But being that you do have to aim for different locations on the Torso crosshair (and minorly on the Arm crosshair if the arms have large deviations in their placements) while compensating for travel time (except in the laser's case but that is the benefit of having to keep facing on the target to deal full damage), they will also need to be a good shot to land them all onto the same location. All I see here is balance, both situations have to compensate for various things based on their situations.
On your statement that I can not torso twist or fire juke, I am not sure how you can gather that statement from my suggestion. If you are insinuating that I am a terrible player because I want more weapon spread, I think your mistaken. While I am no top tier player, I am better than your average player. I have gotten destroyed from players in the RHOD tournaments but I have also beaten players.
I do agree on your assessment that this change will be a big one. It will take time for players to get use to having to aim their weapons based on their location on mechs. But to the average or low tier player, the only difference they will feel is that their weapons will be hitting different locations when firing at the same time. But it will still be hitting. Players at that level do not care about getting weapons to land on a specific point, they just want to fire weapons and see them hit other players. And after so much fire, they want that player to die. Top players just want to smallest duration of time for a target to drop. So what this does is places more balancing factors on the top players on that they have to spend more time to drop a target while lower tier players will see their time to drop the target increase, but not proportionally to the top tier players.
And I have rarely been killed by the 6 PPC Stalker, what I have been killed by are the 2 Gauss Rifle and 1 ER PPC Jump Cataphracts that many run on the top tier builds. All they do is click a single button to have 40 points of damage to hit a single location. That is what I am trying to balance against. The changes would force all mechs to have to take time to reevaluate their fire patterns before firing a section of weapons. Or they could focus on a few single select weapons.