Pht, on 25 August 2013 - 09:12 AM, said:
"spray damage all over"
No, it doesn't "spray all over" - if you aim for center of mass, it bell curves heavily to the center of mass. If you aim for, say, his knees or feet, you actually CAN'T hit his cockpit or upper body parts.
So much for that example (unless you want to more closely specify your factors, than I'll happily work them out).
I have no idea what you're claiming here, because unless things have changed in standard tabletop battletech in the past few years, you cannot selectively target what hit table you're going to use (punch vs kick vs normal) - it is entirely situational.
If you are firing at a mech standing in the open, your shots will spray all across the target. This is a simple fact of the way the hit chart works. You have a ~14% chance of hitting any one of the arms on a battlemech vs a ~19% chance of hitting the CT. While the CT is the most likely individual hit location to be struck, it is not substantially higher than any other location other than head - even an individual leg (the least likely to be hit) is still ~11%, or 22% in aggregate.
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<snip irrelevancies about to-hit chance>
Again, it doesn't spread all over. It bell curves under the reticule; in relation to the conditions of the shot. There is nothing "nonsensical" about it.
It spreads around
the exact same amount. There are no rules - or didn't used to be, anyhow, I'm not up on all the optional rules - that you're more likely to hit a selected location up close, or that you're even allowed to aim for specifics parts at all barring certain circumstances (such as the use of a Clan targeting computer).
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Proven false by the above examples. The only weapons that lose accuracy at short range are those with minimum ranges, like vanilla PPCs which are unfocused at under 3 hexes, and a select few other weapons; all of which operate very WELL at long range.
You are conflating accuracy with precision. Accuracy is close your weapon is to where you aimed it; precision is how much it 'scatters' around.
A weapon that is highly accurate but imprecise will have a big pattern around/across the entire target; a weapon that is inaccurate but precise will have a tight pattern of hits off in some random-*** location. In Btech terms, the former will hit often but will wander all across the target (like all normal weapons in BTech) while the latter will miss a lot but will always hit a specific location if it does.
If you sample 100 weapon hits at 20 hex range and 100 weapon hits at 1 hex range, they will have the same probability of hitting a given hit location. Both use the same hit location chart. This means that weapons are far more precise at long range than they are at short.
To put this in context, the closest approximation of how Btech weapons work on the tabletop is the LBX - it fires shots in a cone which hit all across the target. But to get it to work like it does in tabletop,
the cone of fire would have to adjust depending on how far away the enemy is.
Am I simply explaining this poorly?

The cone here is your scatter. d is your mech (and the shots scattering across it)
To have your shots scatter by the same amount up close - position delta - your cone - your (im)precision - would need to expand hugely. You could be up close to an Atlas where he's filling a good chunk of your view and you press your trigger and your guns would shoot in all sorts of random directions to hit his shoulder, his leg, his torso, his other leg . . . while if you shot at the same Atlas out at 500 meters where he's just a little blob your guns would all shoot in pretty much the exact same direction - even if they're hitting his shoulder, his leg, his torso and his other leg.
Explain to me how this is anything other than arbitrary and nonsensical from the perspective of a FPS game.
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Not true.
Reference the called-shot hit tables, which represent a mix of pilot gunnery skill and 'mech aiming capability; and the RPG (a time of war) gunnery skills.
Also reference the FACT that human(pilot) skill and choices determine which hit-location table is used - you can significantly narrow your field of fire.
I am using the core battletech rules without any optional/higher level rules. Now maybe there's some rules that let you nudge your rolled location up or down, but those aren't in the basic rules (Total War) which are what I've been looking at.
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What's demonstrably pure nonsense and arbitrary is the current aiming setup.
Think about what you've just posted - "you're actually aiming the guns by hand" - you're not actually physically aiming (aligning) the weapons.
THE MECH IS.
Thank you for missing the point entirely.
You're aiming a reticle that your guns are slaved to. You're not picking up dice and rolling them to see what happens. The dice are an abstraction. Pointing a reticle is not.