PEEFsmash, on 25 May 2013 - 06:00 PM, said:
No...this would do the exact opposite. This would just be adding RNG to aim, and would lower the skill gap. Pinpoint aiming might be "dated" but non-pinpoint aiming is only "modern" for the sake of games catering to casuals and lowering the skill gap, and making someone elses "okay" aim as good as someone else's perfect aim. Pinpoint aim is the best thing this game has going for it, and strictly separates the good from the bad in sniping roles.
The down side is the potential to create a situation where sniping becomes the one best way to apply damage.
You want to use cover as best you can and you want to apply concentrated damage accuratley as quickly as possible.
So jump jetting PPC/Gauss alpha strikers are the evolution of combat tactics.
I am not so sure that improving brawling weapons like SRMs will alter this situation at all.We may just get closer ranged poptarts that have the capacity to redeploy from cover to cover rapidly.
Or the issues with needing to close in on jump snipers with effective brawlers becomes a close range fight with a nearly stripped medium mech that finally reach brawling range vs a fresh jump sniper build that still has no problems engaging targets in brawling ranges.The newly added seismic sensors favor the sniper more than the brawler in this situation furthering the effectivness gap between the two tactics.
How much of pinpoint aim is actually a skill?
Is it the capacity to have a larger monitor making the tiny targets bigger?
Is it having a superior connection by reducing latency and packet loss issues?
Is it having superior gaming rigs that render faster or expencive control options that are more accurate?
Is it having above average twitch reflexes?
There are I am sure some players who are accurate with smaller monitors and low end hardware but those players would be devestating with everything on my list.
Since monitors,internet connections and hardware/controls are clearly not skills yet all contribute to "skilled sniping" how much is a valid skill and is that "skill" more valid than a less twitchy player who has superior tactical/strategic ability?
The question is what skill is more valid? being twitchy or tactical? or is there more skill sets worth playing?
One of the features that sets the Mechwarrior games apart is the complexity of the combat.With out some concideration for how modern hardware,code and connections have effected the gameplay we may be faced with another FPS "BOOM HEADSHOT" game.