Mackman, on 19 June 2013 - 07:08 AM, said:
PGI is against any form of randomization, and rightly so. Randomization (a cone of fire in this instance) exists only to soften the skill curve, to make it so someone less skilled can, on occasion, win against someone who is more skilled.
In a game that strives to have even matchmaking, such allowances are utterly unnecessary. Skill should be the only thing deciding the outcome of a match: Not an RNG that determines that your shots went wide while his hit home.
EDIT: I should note that I agree that it's not fun seeing nothing but PPC boats day after day: I used to primarily pilot a 4-PPC Stalker until I realized how much more fun it is to do more fun and crazy stuff most of the time. But PGI is looking into other NON-randomized ways of fixing it, and that's the right call.
I see this argument come up a lot against CoF and again I have to bring up that Counterstrike implements CoF and it is in no way, shape, or form a scrub game where noobs can win consistently via luck. Don't let Call of Duty ***** your perspective.
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So that they can be adjusted for and you have at least some idea where your shots are going to go. Otherwise skill goes out the window and it turns into something like when I play fighting games with all those combos. I just slap buttons really fasts and hope for the best. Don't laugh, I do really well sometimes! Of course, it's only because my opponent has no idea what I'm going to do, making it difficult for him to react. I know he has no idea, because I have no idea.
Play against someone who even remotely knows what they're doing and you'll get your **** pushed in in a hurry. Sure, it may work against day 1 scrubs but decent players will bop you without breaking a sweat.
I'd say that this analogy doesn't work, but it actually ends up doing just that. You think randomness wins matches well and I know damn well it doesn't and that skill will trump that **** easily. Just like well implemented CoF!
Strum Wealh, on 19 June 2013 - 11:51 AM, said:
Rather than have multiple crosshairs, all torso weapons could/would be locked in place (both horizontally and vertically) relative to the torso so that they converge on the reticle's center point at their max. effective/optimal range and dicerge when .
This is essentially how the wing-mounted guns on WWII military aircraft were set, in a process called "
harmonization".
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(In this example, the red lines show some of aircraft's guns are harmonized to a distance of ~200 meters, the green lines show some of aircraft's guns are harmonized to a distance of ~800 meters, and the blue lines show that the unharmonized guns fire straight ahead in parallel paths and do not converge at all.)
For example, twin torso-mounted PPCs (as found on the stock AWS-8Q, for instance) would converge to a single point at 540 meters, with the impact points diverging as one moves away from that point (either toward or away from the firing unit).
Likewise, twin torso-mounted Medium Lasers (such as seen on the stock AS7-D, CPLT-C1, CN9-A, and CTF-3D) would converge to a single point at 270 meters, with the impact points diverging as one moves away from that point (either toward or away from the firing unit).
In the case of non-twinned weapons (a Large Laser in one side-torso and an ER Large Laser in the other side-torso), each weapon would be set to converge at its respective effective/optimal range (540 meters for the LL and 675 meters for the ERLL).
By contrast, arm-mounted weapons would still be able to (non-instantaneously) adjust themselves vertically (assuming an undamaged Upper Arm Actuator is present in the arm(s) in question) and horizontally (assuming an undamaged Lower Arm Actuator is present in the arm(s) in question).
Thoughts?
This would be ******* amazing. IL-2 Sturmovik (the game that is) allowed players to manually adjust their convergence range before taking off which would also be awesome.
Edited by TOGSolid, 19 June 2013 - 12:42 PM.