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The Pros And Cons Of A Cone Of Fire System


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#21 Tombstoner

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Posted 15 June 2013 - 06:23 PM

View PostDocBach, on 15 June 2013 - 05:37 PM, said:

I think the reticule should open up the faster you move, the effective range of your weapon determines how quickly it converges;

placing weapons of different range profile in the same group like say a large and medium laser uses the range of the shorter weapon, so being at the weapon's long range makes it converge slower, being at short range converges faster. Add C3 Slave and Master equipment, 'Mechs in a C3 network can share range convergence speed with a spotter.

Targeting an enemy in a weapon's Minimum range makes the convergence MUCH slower.

Heat would also has an affect on convergence.

Basically, to get complete, pinpoint convergence, you would have to be stationary, in your weapon's primary effective range (equivalent of tabletop short range value, ie 90m for a medium laser), with little to no heat.

You mean similar to but not WOT... a game making money with a player base of 45 million accounts. I play WOT from time to time. i have spent money on WOT from time to time,about $300 so far and $400 on planetsides2. guess what game im still playing trolling the forums... MWO. PIG will not get a single cent more then the $120 for my founders with the game in its current state.

#22 Ningyo

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Posted 15 June 2013 - 11:20 PM

I like your post OP, and it is one of the better arguments I have heard for Cone of fire, BUT I still think it is not the right method.

I am a fan of the no convergence for torso mounted weapons (these would have their on separate reticles or dots/lines of fire)
and allowing convergence, either instant, or over time for arm mounted weapons with lower arm actuators only. Your slo convergence example I also think would be ok.


On the idea of cone of fire, yes it does mostly just change the types of skills involved. Lets go to the circle strafing example.

Presently both fire like mad till they reach near maximum heat, then fire slowly as they can so they don't overheat.
Under your system a smart pilot will do the same but keep heat under 50% (no heat penalty, no range penalty, only movement penalty). With only the one penalty all shots should still hit very very close to where you aimed especially at short range.


Mostly I am against this idea though because I think movement has its own penalties, and the players skill overcomes them for aiming. I dislike range, because you are losing damage for longer shots adding a decrease in accuracy seems overly harsh.

I would be fine with a heat penalty though, or possibly some others. Like maybe the firing of multiple weapons that have recoil at the same time (number and type affecting cone : 2xAC/2 almost none, 6xPPC significant) I still think cone should never be more than 1o under any circumstances.

#23 SirLANsalot

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Posted 16 June 2013 - 12:20 AM

I would only support a system like this IF it only made shots inaccurate outside of optimal range.

So target is within opti, no change at all, but if it gets outside of it, shots will swing wide, or land in diffrent spots. Also high heat penaltys would be good too, heat over 85% (on your bar) and things start to go diffrent places. This can be easily avoided with coolshots, but those are onetime uses. However its usefulness comes in the fact of slowing people shots down at high heat levels, meaning they now have to pay attention to it more.

These two things would still be acceptable, as it still lets the highly skilled people at taking VERY good crack shots, still do there thing. It also hurts super long range shooting, so yes the ERPPC would be nearly unaffected (high heat one would get it) but it would greatly effect gausses/normal PPC and everything else. It also would allow you to implement the minimum ranges that almost everything in the game has. All the ballistics have minimum ranges, granted ones on the AC5 and up really aren't worth implementing, but the ones on the gauss and AC2, are. They have really big minimum's and putting in the inaccuracy part for them would be a very good thing. This then makes those two guns, true sniper only guns, as they are INTENDED to be.

#24 TheCaptainJZ

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Posted 16 June 2013 - 01:53 AM

Sounds like a good problem to try on the upcoming test server. As long as the cone is relatively small I don't see the problem. Good aim is still just as important as you will still land more shots than someone with bad aim.

#25 DocBach

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Posted 16 June 2013 - 08:18 AM

View PostNeverfar, on 16 June 2013 - 01:39 AM, said:

Would it be considered a skill then (yep, the S word!) to know when to position oneself for an accurate shot, instead of expecting to run around Quake style?

Good stuff. Your idea gets better and better. Little wonder the Church of Skill™, still reeling from the poptart nerf, won't even acknowledge it.


Because the reticle serves as an aiming reference point for the different locations, you can see exactly where your shots will be hitting as well; single fire weapons would still be accurate, but the problems caused by group fire should be alleviated - you can shoot a single weapon where you want for pinpoint accuracy, or fire in groups and spread out pure damage.

#26 GRiPSViGiL

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Posted 18 July 2013 - 06:54 PM

Is this issue pertaining to alpha strikes?

Edited by GRiPSViGiL, 18 July 2013 - 07:41 PM.






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