Running full speed there should be some bounce to the reciticle, aiming should be along the lines of horseback archery where you need to time shots.
Pinpoint accuracy of alphas also makes no sense, everything should stagger ever so slightly or else incur a heat penalty.
I'm thinking of this due to clan weapon damage and how easy it is to dual guass/ac20 or quad/hex ppc lighter mechs.
If I'm standing still then give me better accuracy;also on the subject perhaps lrms keep current damage but on a slow/stationary mech make them much more accurate.
The ability to target points with lrms also might be interesting and add tactical techniques.
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Aiming
Started by BARBAR0SSA, Mar 25 2013 09:48 AM
4 replies to this topic
#1
Posted 25 March 2013 - 09:48 AM
#2
Posted 25 March 2013 - 09:54 AM
The 'Mech has stability control systems for the weapons. Any motion of the 'Mech is automatically compensated for.
Remember, that's not a human holding the weapon -- it's a machine with actuators and computerized control systems. Even modern tanks have turret stabilization systems so they can target accurately while moving.
And a big "HELL NO!!!" to the specific LRM targeting. They're supposed to spread themselves all over the target.
Remember, that's not a human holding the weapon -- it's a machine with actuators and computerized control systems. Even modern tanks have turret stabilization systems so they can target accurately while moving.
And a big "HELL NO!!!" to the specific LRM targeting. They're supposed to spread themselves all over the target.
#3
Posted 25 March 2013 - 10:22 AM
Excuse me if I am incorrect, but by chance do you primarily play an LRM boat? You want to make aiming harder, but want to increase the accuracy of self-guided missiles if standing still (as LRM boats often do).
#4
Posted 25 March 2013 - 11:28 AM
Quote
Zyllos: With many discussions on convergence of weaponry, has there been any discussions on why/why not more variability should be added to weapon fire, thus spreading the damage more across a target?
A: We’ve removed randomness from weapon firing in favor of skill.
A: We’ve removed randomness from weapon firing in favor of skill.
Straight out of ask the Dev's 34. Couldn't agree with them more.
Edited by Roughneck45, 25 March 2013 - 11:30 AM.
#5
Posted 25 March 2013 - 12:18 PM
Hotthedd, on 25 March 2013 - 10:22 AM, said:
Excuse me if I am incorrect, but by chance do you primarily play an LRM boat? You want to make aiming harder, but want to increase the accuracy of self-guided missiles if standing still (as LRM boats often do).
ONLY with current lrm damage and no I don't play lrms ever. Would like to see more roles for scouts, if someone gets a narc on them I'd think lrms would target that Beacon.
Regarding the computers, they still have to adjust, and there are different terrains etc. I'm not talking randomness, a predictable pattern that requires timing, again horseback archery style. It requires skill, isn't random you have to time the shot with the mech stride. The fact it's flawless while scaling a rock face is a bit over the top.
I find myself always playing dual guass/ac20 because they work so well and I can target while full speed. Would love a reason for lasers besides shooting a crippled mech.
Once clan weps go in, it's not skill, it's first hit really.
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