Quinton99, on 23 June 2013 - 09:34 PM, said:
It's ok. Use your words. I'll wait.
You're getting too far off track. It doesn't matter that there are multiple weapons(One gun or six, you pull the trigger once and other players take a lot of damage) and a heat scale in this game, at least not for the purposes of this discussion. What matters is that Half-Life(just an example. Rainbow Six was another late 90s title that applies here as well) had a system for dealing with pinpoint damage that was instantly fatal, and they did it in a way that players didn't feel like they were being cheated.
Their solution worked so well that every shooter game worth a lick since then has used it(up to and including the much maligned around here CoD games): Accuracy penalties. If you move, the cone gets bigger. If you fire the cone gets bigger. Take your time to aim, and accept the penalty of not moving and you can get off one good shot. Even in this game the best you can do with that is 60 damage, which while potentially fatal is usually not. Plenty of games have one hit kills and actually pull off still being fun. Crybabies in this game whining about how "RNG hurts my skillz, man" need to go back to CoD... Oh wait, CoD actually has accuracy penalties!
So put that aside for a minute and let's look at what you're proposing. You propose adding an entirely new "resource" into the game, with its own balance issues, strengths, and weaknesses. Where's the incentive for PGI to try it? They could accept the word of some dude on the forum with his crazy new idea (which may or may not be brilliant, but will definitely take months to implement and could turn out to be total garbage) OR, and this is going to sound pretty crazy, they could go with the formula that has been making game developers silly rich since 1998 and go with what has been proven to work!
You don't have to make them wildly inaccurate or anything. Say just enough that your crosshairs would expand to an assault-sized target at 500m while you're at a flat out run, using jump jets at all, or constantly firing(or firing multiple weapons)? Just arbitrary and off the top of my head.
I really don't even feel the need to argue for this system. Forumwarriors can sit here and theorycraft all they want about how it will ruin the game, or it won't work, but the evidence that it will work is that it already has worked for 15 years.
Here is the thing though, even though you say "
It doesn't matter that there are multiple weapons(One gun or six, you pull the trigger once and other players take a lot of damage) and a heat scale in this game, at least not for the purposes of this discussion.", it actually does matter.
The other player actually doesn't take a whole lot of damage from any single weapon in this game, except maybe from Gauss Rifles or AC/20s. AC/10s and PPCs are not considered *that* dangerous when taken in single shots. But considering their efficiency, if you equip multiples and have them all land onto a single location, you have turned weapons into something that is impossible to achieve in this game with a single weapon.
That is why your argument stating that multiple weapons and heat scales is flawed. They do matter. MW is new territory in terms of FPS. No other FPS had their standard player firing multiple weapons, multiple times, over many minutes of battle to kill opponents.
I do agree with your statement saying that the CoF has been around for a long time and it's tried and true. But PGI attempting to try Homeless Bill's suggestion where instead of just a regular CoF due to simplicity is no different considering PGI has said multiple times that they do not want to implement a CoF because they believe players should be able to place all their where ever they want to fire and the balance lays in the idea that players should be actively dodging (impossible with the current movement/turning/arm speeds) or torso twisting.
While, personally, I would be fine with either system as it introduces some semblance of spreaded damage that the original Battletech is suppose to have, I think both simple and complex systems have flaws along with PGI's stance against CoF.