Lightfoot, on 25 June 2013 - 11:19 AM, said:
MechWarrior Online uses accurate aiming and hitboxes to determine damage done to Mechs. It's one of MechWarrior's greatest strengths. To know your skills will determine the outcome of battles.
Fuzzy Dice:
However, alot of players don't like the pinpoint accuracy of the weapons and point out that in TT all hits were random dice rolls. That would be kind of like how Neverwinter Nights works.
Fuzzy Aim:
The problem with weakening Convergence with Fuzzy Aim mechanics is you will turn all the weapons into LBXs essentially and these will not effect Assaults much, but will shred fast Light mechs. Fuzzy Aim reduces the value of Speed as a damage deflector and it would be hardest on the mechs with the least armor.
Anyway, my idea is to change the way the hitboxes score damage and leave Aiming up to the players.
Instead of having each hitbox be seperate, have the edges overlap so that unless you are reasonably accurate, you would see the damage spread into two adjacent sections. This would see Side Torsos taking more damage than they normally should so you make sure the Arms hitboxes overlap alot. This would make all the mechs alot tougher than they are and allow for fine adjustments so you get all the mechs just right.
Fuzzy Aim would not turn all weapons into LBXs; and LBX fires a random scattering of pellets (like a shotgun), a CoF system is just firing a rifle in a random direction. It does not nerf lights; if anything it buffs them because the inherent inaccuracy in the system makes them even harder to hit.
Also, a well designed Cone of Fire system would still allow for pinpoint accuracy. A CoF system makes the game more skillful as it requires pilots to effectively manage their battlemech's systems in order to manage their accuracy. In a CoF system you control the randomness by controlling your mech.
All that aside, I don't think this solution will help. What I foresee happening is that the elite pilots will remain elite, because they will be able to land the shots in the hit-boxes they want (so they can keep running PPC / Gauss Boats), while average players will be punished (since they have a harder time hitting the parts they want).
The other problem with this solution is that it actually makes inaccuracy ok. In the current game, if I miss the CT by a little bit it's a missed shot. I hit the RT/LT, big deal. The damage is meaningless. In the proposed system, some of that damage now transfers to the CT making my "miss" less punishing (since some of the damage transfers it's not a total loss).