3rdworld, on 31 July 2013 - 10:38 AM, said:
If by standing still I am still accurate, why on earth would I move?
You'll be shot. That's the point. If you don't move, you'll be shot by someone else. Standing still = death in most cases (armor/time relative). That brawler might have a decent long range weapon if he's running a balanced build. He can put some damage into you. The other snipers can come up, wait for a few and put damage into you. The walking brawler gets LOS on you and his LRM boats start raining missiles on you. If you're exposed, you've made yourself a target. If you remain exposed, the enemy has a chance to exploit it and put several shots on you. Exposure being the counterbalance to getting your convergence.
3rdworld, on 31 July 2013 - 10:38 AM, said:
So really you are nerfing brawling more than sniping.
Brawlers builds, with the exception of the AC/20, are already spread damage. SRMS and medium lasers, both of which have their own spread mechanism. Up close in a melee, their shots won't deviate much more than they are now. You're still going to hit, for the most part, what you're looking at up close. Especially against slow, brawler mechs. This would also give the shotgun LBX-10 a reason to be taken. Don't want to rely entirely upon that one round in the AC/10? Take the LBX-10 and pepper them in close range. I do not see how this would at all affect brawling and push everyone to sniping. Brawling is fast, dirty, messy, chaotic. Unless you're very skill, chances are you're not putting a lot of thought into where you're hitting the enemy mech, just that you're hitting it with everything you have, heat be damned. Hell, you're probably not very interested in which mech just that you're hitting a mech and putting in damage.
3rdworld, on 31 July 2013 - 10:38 AM, said:
Moreover you greatly reinforce the assaults >anything else, as assaults are the only mechs that can afford to eat a shot from a smaller mech in order to deliver one in return.
How so? I have shown that there are essentially 4 types of mechs. Snipers, brawlers, skirmishers and LRM. LRM are good anti sniper, especially if you have to hang around to take a shot for a few extra seconds. Snipers are good at taking out other snipers and putting shots into or before brawling happens. Brawlers are good at taking a beating and putting damage into other brawlers in close range. Against a sniper in close range, they should eat their lunch with a smile. Skirmishers are there to spot and take opportunity shots and exploiting weaknesses. Fast, nimble, hard hitting, but not very sustainable nor resilient. Good against a pure sniper, not so much for a sniper that also carries some close range weaponry (like real snipers carry a sidearm). Great against LRM boats, unless they also carry a some close range weapon. Absolutely devastated against a brawler that can hit it.
Pinpoint > spread, it is true only if you can combine weapons into one alpha. 10 points to one armor location, even on a light, is acceptable. 20 becomes a little worrisome, but if it is uncommon, then consider there are some lucky shots that occur. 35+ will one shot lights and begin to cripple other mechs. You want to 35 point alpha strike someone? Fine. But be prepared to stand in the open for a few seconds and possibly receive some return fire. Better hope you land your shot, cause chances are someone is going to hit a non-moving target.
The final point I want to make here is that you're assuming everyone is a sniper and will flock to the hide and go seek. I play with about 6-8 close friends. We all gravitated to our play style and mech choice. What did we wind up with? 2 lights, 2 mediums, 2 heavies, and 2 assaults, without even thinking in terms of balanced tonnage. There are plenty of light mech pilots out there. There are quite a few brawlers in the Atlas, who's recommendation in the assault forums is to get in the thick and take some damage. That that is your job, to soak damage, distract and let the heavy hitters put shots into the other team. There are people constantly trying out LRM mechs. I see quite a few people try out mediums to get that firepower with a dose of speed. To get into brawling range with the assault and maneuver into a flank. When I see people try these concepts out, which is exactly as I am proposing in my illustration, they are wiped by the PPCWarriors. Usually to the tune of 8-0 or 8-1.
What would you change then? You say pinpoint > spread, and I agree a surgical strike is far superior to a sledge hammer. One PPC does 10 damage to one panel. When combined with other weapons, the damage quickly become catastrophic as it is localized. One is fine, more than one is not. Even the AC/20 is limited to 20 damage at close range to one panel. It hurts, but even the smallest of mechs can take that hit (except in the face). In a brawl, putting all your faith into these weapons is generally not a good idea... unless you have perfect convergence and are a good twitch gamer. Making movement affect convergence would push brawlers out of those big nasty weapons and into spread and laser weapons. Spread to get at least some damage on target and lasers so they can adjust their beam and, again, at least get some damage on target. That big AC/20 is designed to start crippling an assault, but you're sacrificing perfect convergence if you're moving in the middle of a brawl. So you get close to use it, which has it's own risks and rewards.
Point is (and this truly is my final point) every positive needs a corresponding negative. Everything must have some risk. The current meta has no to very little risk with rewards that can be obtained by even moderately skilled players. I want a system that puts high damage, long distance sniping at some risk. I propose making them stand in place for a few seconds to get their perfect convergence (and yes, I have no problem with perfect convergence if there is a risk involved). Brawling's risk is getting beat to **** while dishing out fast, but dirty damage. Skirmishers risk is low survivability if caught in the wrong place. LRM risk is needing a spotter or stand in the open and marginally against skirmisher attacks. Then imagine the beauty of mixed builds where some mechs are good at some of these roles, but not as good in each as a dedicated mech...
(Seriously sorry for the long reply, brevity is the soul of wit and my wit is low....)