We have jumpjet shake which throws aim off a bit when active.
So.. how about using a similar mechanic for alpha boat strikes?
Note: 'Alpha' in this context means firing more than 1 weapon in a group at once.
It would have simple rules:
1- Firing weapons in same group at once is disabled. The game will fire each weapon in the group 0.05 seconds apart.
2- If there is more than 1 weapon of same type being fired in the weapon group, the 'alpha strike' shake will 'jiggle' the aimpoint in between weapons being fired (aka inside the 0.05 secs of #1) which will result in a minimal deviation of the weapon trajectory per weapon.
3- The shake will increase in severity based on how many weapons are being fired in the same group.
4- There is a bonus penalty in shake severity if group contains more than 2 weapons of same type.
5- The above 4 points apply only to ballistic weapons and PPCs (pinpoint, front loaded damage weapons).
A simple TEST ONLY build to illustrate this can be made:
Test build SDR-5K
Its a spider with 3 AC2s and 1 ton ammo, no armor, and 10 dhs total. 2 jumpjets.
1- Use the AC2 machine gun macro (each ac2 fire 0.2 seconds apart from each other per burst but each AC2 still fires every 0.5 seconds per its hard coded refire rate).
2- Run the spider to full speed in flat terrain.
3- Pick a target in the distance (say, a fuel tank when in alpine), aim at it... jet up ... the 2 jets will barely get you off the ground so it is VERY easy to keep target aimed perfectly.
4- Fire AC2s while the jet is active. Track target as you fire.
Pay attention to where your rounds hit. Ignore the vertical variance from the jets. Focus on the horizontal spread.
It is not THAT of a spread but it is there.
You can repeat this test with PPCs using a 4 ppc blackjack:
TEST BJ-1
Use the same ac2 macro with the ppcs.. adapt it for the ppcs so they are timed to fire 0.2 seconds apart.
repeat test. See the variance. Its the same.
Result reveals the PPCs and AC2s when forced to fire milliseconds apart in an alpha AND have a shake will hit the general area (basically the width of a mech's torso) but not in a SPECIFIC location all at once. Target movement , player movement..it all adds to the variance.
The only way to have true pinpoint accuracy is to use chain fire and KEEP the aim true.
Essentially, this removes the ballistic and PPC super-advantage of perfect convergence, front loaded damage and turns them into something very similar to lasers except the ppc/ballistic does have instant damage application upon a hit.
Please consider this VERY easy solution devs. It avoids messy heat penalties, avoids a host of balancing problems... it attacks the ROOT of the problem.
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Thinking Outside Of The Box - A Fix To Alpha Boat Spam Meta
Started by Skyfaller, Jul 11 2013 07:28 AM
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