Oloccorb, on 15 April 2013 - 10:02 AM, said:
Ah, I can see that. However it seems to me, that you need all of these things to be good as it stand already. If the argument is that the portion of the population that does not have these skills, is merely taking advantage of a very simple aiming system, that allows them to score kills/hits with little to no "skill", then alright I get that. My only counter is that these plays, suck lol. If you get close enough, or start paying attention to them. There fairly easy to core and get rid of, and move on to harder to deal with targets.
As a side note, any game that is entirely too difficult for newer players to master(or just get the hang of), will have a hard time gaining any kind of success(new content). Which ultimately is my only beef with making the game "more" skill based then it already is. Thats keeping in mind that the game is still Beta, once we start getting into CW, I would imagine that PGI will start looking into mechanics like this, as it will create a well rounded game thats fairly easy to get into(as all FPS's are), but require a certain level of skill to get good at(unlike most FPS's).
A system like I proposed in a post at the bottom of page 11 would actually help many newbies. Currently a 6 PPC Stalker is one of the hardest hitting mechs in the game and he can blast you with great accuracy from quite a distance while he is closing on you and his shots are doing more and more damage as he approaches his weapon's optimal range. This is the type of mech played by someone who understands the meta and has spend a significant amount of time and/or money to purchase and kit out. The same could be said of a CTF 3D that is set up to jump snipe. Increasing the piloting skill and situational awareness required to use these mechs is a good thing because right now they are very difficult to counter and that can be really frustrating for new players.
A change like I suggest would require that STK to stop moving in order to make those long shots and the CTF would have to have split second timing to fire at the apex of his jump when his accuracy is at its highest. That opens up new opportunities to counter these sniper builds by making them a little easier to flank from cover.
Most pilots who are playing at a high enough level to be using those types of mechs will adapt very quickly to such a change and their builds will still be very viable just as they should be, but it will give folks in a trial mech or maybe those who are not so optimized in their build just a bit more of an edge. I think that would ultimately make the game more fun for both players.