Lately on these very forums, there has been a lot of disinformation and mistaken beliefs about something called a “Cone of Fire”. For those not familiar with the term, a “Cone of Fire ( CoF for short), is a mechanic in which your shot does not travel to the exact point indicated by the reticle, but rather travels to a point within a cone that projects from the muzzle of the weapon.
The primary opponents to such a mechanic seem to be a crowd that have decided that such a “random” factor has no place in their stompy robots game, and that every shot should arrive at the exact pixel they directed.
To address this, I wish to approach it from two directions. The first will be gameplay mechanics, as this is a video game. The second will be reality based, as this is a ‘mech combat simulation game, thus a bit of reality is usually good for immersion.
GAMEPLAY MECHANICS
From a gameplay mechanics perspective, pin-point accuracy is a bad thing. First, MW:O uses a hit point system that is location based. Allowing players to dictate the very pixel they hit causes issue in such a system, as the player can now bypass 80% of the health (armor and internal structure) points of a mech. The argument here is that “well, I can aim, I shouldn’t have a penalty to my skill!”
My counter argument is that I do not wish to nerf skill, I wish to make hitting a specific location MORE difficult, while maintaining close to the current level of difficulty to hit just –THE- mech. This makes highly skilled players stand out that much more from the mediocre players who get by because the current target areas are so large.
To do this, a cone of fire should be utilized. The cone need not be big, the easiest way to approach this is by having the cone’s diameter at a weapon’s maximum optimal range be about the same as a medium mech’s torso is wide (a Hunchback would make a great benchmark for this.) What that would mean for players is that at a weapon’s optimal range (be it 270m, 540m, 600m or whatever) if they aim at the center of mass on a target, they will hit it.
For the developers, this means that balancing weapons against armor becomes a bit easier. No longer do the developers have to try and balance against 4 high alpha weapons hitting the same pixel. This would as a side effect lead into a more diverse loadout among player’s mech. This happens by players balancing on their end, the maximum hit probability on the desired location through volume of fire, and the desire to deal lots of damage to an enemy mech as efficiently is possible.
These goals are counter to one another under a system that adds a slight inaccuracy to the weapons, as the highest alpha damage weapons generate a lot of heat and are very heavy, whereas the lighter weapons that you –can- carry a lot of, do much less damage.
In addition to the above, because there is no great risk of taking 4 high-alpha weapons to the same pixel on your mech, players will be more diverse in their tactics. There is simply no more reason to hide, because a brief exposure no longer guarantees that you will take 40 damage to a single location. With the ability to maneuver more openly, light and medium mechs will gain further viability, and likewise mechs that can’t mount 4 of whatever the current high-alpha meta is will be useful because they’re capable in other aspects.
As an aside, if such a system were to be added to the game, the weapon’s “optimal” range would be defined as the point at which you can guarantee a hit, and not as the arbitrary point at which damage falls off. This system could be thrown out, allowing for high-risk long range shots that still do damage if they hit.
REALISM
From a realism standpoint, “pinpoint” accuracy does not exist in any weapon (even lasers).
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/ˈakyərəsē/
Noun
The quality or state of being correct or precise.
The ability to perform a task with precision
Accuracy is not necessarily even hitting the specific rust fleck on the ****** of an atlas from 2km away. If the task as defined by the players is “Hit the enemy mech” then by placing your reticle on the center of your target and making a hit 100% of the time is perfect accuracy. If accuracy for you is “Hit the enemy mech right between the eye ports”, a COF does not prevent you from doing such 100%. What it does prevent you from doing, is that task with multiple weapons at a time at ANY range you so desire.
Snipers, for example, are not chosen because they’re the best shots in the world to begin with. They’re chosen because of their ability to learn. “Learn what?” you might ask. Learn all of the variables that affect accuracy and how to properly account for them. Those factors include, but are not limited to…
- Wind Speed
- Temperature
- Air Density
- Concentricity of bore
- Concentricity of bullet
- Amount of propellant used
- Surface area of the propellant
- Height over bore
- Parallax
- Current lung capacity
- Heart Rate, and...
- Bone support structure
- Power train vibration
- Movement vibration
- Recoil forces
- Bore sight alignment, and...
- Mechanical limits
All of these factors contribute to make pin-point accuracy an impossibility. Because of this, the military (probably some of the foremost experts on weapons) use a measurement for accuracy of vehicle based weapons called “Circular Error probable”, or CEP for short.
CEP is defined as…
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Now, for a point of reference the M1A1’s 120mm main gun has a CEP of 35m @ 8000m range. To translate that down to the ranges we’re seeing in tabletop, that’s a radius of 4.375m (diameter 8.75) @ 1000m. To put that into context, the width of a hunchback’s torso is between 3 and 4 meters, so a hunchback is MUCH smaller across than the CEP is wide, so that 120mm round is very likely to miss the target laterally (however, if the legs and arms are included, the hunchback is within the CEP, so it would be fairly safe to say that at 1000m you will hit it 50% of the time.)
What I have suggested in my other thread is similar, but in actuality MUCH more accurate than that. Instead of using CEP, I have elected to use R100, or the radius of a circle in which 100% of the round will land. This is not random, in that every round will hit that circle. It’s not pin-point, but it –IS- predictable, and predictable is what accurate shooters bank on, because it means they can adjust for it.
The R100 that I have suggests is as follows. R100=1.65m@MOR where MOR is the Maximum Optimal Range, or the range at which PGI wishes that weapon to become dramatically less effective at. Beyond MOR, shots are still possible (and should deal full damage if they hit, as mentioned above) just much less likely to hit. This also introduces a new factor to which PGI can balance weapons by, their absolute accuracy value (perhaps lasers should have a tighter R100 to offset their D.O.T. nature?).
I could (and will if asked) go on and on about all of the variables listed above and how they affect accuracy, but for the sake of brevity, I will wrap this post up now. I hope that if you were on the fence before, you are better informed to make a decision based upon fact and logic as opposed to a knee jerk “I want to hit where I aim!” response. Especially knowing that “where you aim” depends on the resolution at which you consider a hit to be a hit.
P.S. This is the first time I have mentioned the words “Table Top” or “Lore” in this post, please refrain from using them in this thread’s discussion, as while it has bearing on the topic, it’s not what I wish this thread to be about.