LoveLost85, on 30 July 2013 - 11:09 AM, said:
on games such as that the entire player is one big 'hitbox' that's why it doesn't matter. on mwo, there is multiple, player skill is needed to land shots where its needed and it counts. if your semi-fresh in game except for a rear ST and someone takes the time to aim there and you die, its not convergences fault, that's how its supposed to be, the player was just good.
Sigh. There's no curing stupid.
Look. The entire design constraints of this game are about
limiting convergence. I'll take you through it again. You can bring a horse to water...
- LRM design constraints: redesigned several times because they were too tightly grouped and hitting 1-2 panels.
- SRM design constraints: redesigned flight path because of "choke points" that allowed them to hit just 1 panel with an entire salvo.
- SSRM design constraints: redesigned targeting because they were hitting nothing but CT.
- Laser design constraints: redesigned because lasers going "plink perfect convergence instant damage alpha" were DEEMED OVERPOWERED. They were turned into damage-over-time beam weapons to force the damage to spread across multiple panels.
So with all of this is it ANY surprise that the weapons now seen as overpowered are the ones - AC20, Gauss, PPC - that
still do instant damage with perfect convergence when piled into an alpha strike?
This is not a matter of "player skill." Player skill can completely exist without perfect convergence. You want to plant all your shots in the same place? Fire each individually, stay trained on the target, and adjust the reticle for each weapon's known offset. You want to blast an alpha? Accept that your fire pattern is not the size of a single pixel.
It is not "random" and it does not "lessen player skill."
Get that through your skull. Imperfect Convergence does not lessen the need for player skill but it does make for a much more balanced game.
FatBabyThompkins, on 30 July 2013 - 11:13 AM, said:
Read my edit from before, but I'll post it here again.
as to the reason why. Given 4 hits, the probability to hit 1 once breaks down to the [probability to hit the CT]*[Prob to miss CT]*[Prob to miss CT]*[Prob to miss CT], which is 10.16%. But you could hit on the first and miss the next three, or miss the first, hit the second, miss the next 2, or any combination resulting in one hit, so the equation becomes [probability to hit the CT]*[Prob to miss CT]*[Prob to miss CT]*[Prob to miss CT]*Combination(4,1), where Combination(4,1) is 4 choose 1, which equals 4.
Broken out: 7/36*(36-7)/36*(36-7)/36*(36-7)/36*(4 choose 1)=40.66%. What you're failing to account for is how you have more chances to get 1 hit than if just rolling one try. You have 4 tires to get 1 result. You don't have 19.44% chance to get one hit, but 19.44% chance times the chance of 3 tries missing times 4 combinations of getting the only hit.
Edit: I hope you do not take my post as flaming, I was merely trying to correct the math. No offence meant.
I think you were kind of talking past the idea.
The point was to analyze what happens every time in MWO (4 shots, same location) and not the "chance of one shot hitting the location."
Chances of individual shots hitting a location are all fine and good. Heck, it's what the game is built on. Overall pattern of shots spreading, though, is needed for the "slug" weapons to be balanced against the "beam" and "spread" weapons.
Edited by Master Q, 30 July 2013 - 11:28 AM.