WarZ, on 26 June 2013 - 06:12 PM, said:
Quite simply put the suggestion will suck.
Why? Because you won't be able to pin point Alpha enemy 'Mechs to death in a couple of shots?
WarZ, on 26 June 2013 - 06:12 PM, said:
The devs need to balance thier weapons and build options without breaking this fundamental mechanic of the game. We already have 2 reticles. Making the system any more complicated than it is now would be f'ing annoying to say the least.
We have problems right now because the mechanics are
broken! The simple fact is that 'Mech combat is supposed to be slower and more grueling, kind of like boxing with shots traded over and over again until one combatant is simply so worn down they stop fighting. Currently we have a system that is the complete opposite of that,
and one that punishes any sort of play other than "stay with the group and focus Alpha's."
WarZ, on 26 June 2013 - 06:12 PM, said:
You have to come to the understanding that this is NOT table top. Its a video game. In real time.
We understand this, actually we understand the problem and the solutions better than you it seems.
WarZ, on 26 June 2013 - 06:12 PM, said:
What we have now works great overall (minus the hit detection errors).
No, no it doesn't not even a little. Because right now we have Hawken or Call of Duty+WoW rather than BattleTech.
WarZ, on 26 June 2013 - 06:12 PM, said:
I even have one:
How about each weapon also has a "power requirement". Say you have 100 power every second to spend. A PPC for example would spend 50 power. So you could only fire 2 PPC's in any one second. The rest would have to be cycled through. This would add a different layer of weapon control and doesnt even have to affect the current system.
Huh? Why? There's nothing like this anywhere in BattleTech or the previous 'MechWarrior games. Not to mention
IT ALREADY EXISTS!! What do you the heat scale is? And its not working.
WarZ, on 26 June 2013 - 06:12 PM, said:
But making the reticles more complicated ? Thats starting to sound like WoT and the "random hit circle". Which is the epitomy of annoying.
How is it annoying? In real life bullets don't go exactly where you aim, wind affects them, your movement affects them, recoil from previous shots affect them, breathing affects them, how quickly you move after your shot affects them. Most non-bullet weapons are still affected by most of those things because of the effects on your aim. Plus on top of that weapons don't converge at multiple distances because they are in fixed housings. The only exception would be arms can aim at the same spot but if there are more than a single weapon mounted in the entire torso and one in each arm you still wouldn't get perfect convergence because all the weapons in the torso would be firing along parallel paths as would the weapons in each arm.
Simply put the "annoying" circle is actually a better representation of real life than the "I point I shoot I hit" method MWO (and CoD) uses. Plus it solves a lot of the current problems and as an added bonus mimics the Table Top.