Posted 29 April 2013 - 10:26 AM
"Pinpoint" accuracy has been mentions a few times in this thread and MANY times in prior threads.
I haven't read through "ALL THE THREADS!" but it seems people have the "mechanical" reason but not the underlying "design" reason.
The issue is (as I've stated before) that the translation from Table Top (TT) to Computer Simulation (FPS) is borked. I have yet to see a MW game that truly respects the different mediums. TT uses RNG for both TO HIT and HIT LOCATION. No Mechwarrior SIM (FPS anyway. Not sure about Mechcommander) has successfully done this.
We all got excited when PGI said MWO would be based on TT rules and will try to stay as true to that as possible. But, as great as this sounds, it's a fools errand. At best, you can have the "pieces" of the game. Armor, similar weapons, mech build-outs and of course, the mech.
But any attempt to use the same stats as in the game is hopeless. As we have already seen when they immediately DOUBLED armor values barely into closed beta.
You CANNOT CANNOT CANNOT use the base armor and weapon values from TT where hit and location were RANDOMLY GENERATED to one in which you simply have to POINT A MOUSE and CLICK where you want.
EVERY SINGLE argument about PPCs, LRMS, crits, balance, HSR, blah blah blah, ad nauseam, tries to apply "fixes" to a system that was never right from the start.
They need to SCRAP all weapons and armor values. Come up with their own values for HEAT, DMG, WEIGHT, CRIT SLOT and RANGE. And balance from those new numbers.
Simply: Small laser<med laser<Large Laser.
Etc.
Otherwise, you start looking at solutions like having RNG in game, which NO ONE WANTS.
I for one, would LOVE either:
Limited convergence so you can't alpha strike ONE location or
True reticle "shake" if you are in any way walking, running, jumping. Want a steady hud? Stop moving. And then see where that gets you.
Anyhow......
Still love the game to pieces, but this take about weapons balance and flavor of the month, and nerf this, that etc, is just a fake veneer over the real problem. We are using Mech stats that were CREATED hand and hand with RNG implementation.