Pht, on 14 August 2013 - 04:46 PM, said:
MW 1 to MWO have all had pinpoint "perfect under the reticule" weapons damage for all direct-fire weapons of like velocity fired at the same time.
And this has always been wrong... and given the simplicity of implementing the combat mechanic that simulates the 'mechs part in the aiming equation ... probably possible since at least MW2. Maybe even in MW1, because it was single-player only. It's just simple math and conditonal data that most multi-player games have been collecting for a long time.
It's only a problem when developers make the mistake of thinking that both of the combat mechanics simulate murphy's law ("randomness") and pilot gunnery skill, and they get stuck inside of the box of "have to do it the FPS way."
Just a small note, MW2 actually had a random dmg spread mechanic in there for 1 of the settings.
I think it only came into effect on hard difficulty, but if you aimed at the legs
(which was the easiest way to kill every mech very fast) it would put dmg to the arms, once the arms were gone, it moved to LT and RT etc.
Occasionaly you would get a lucky "roll" and actually do dmg to where you are aiming etc but thats 1 of they ways they made the game "harder" without just increasing the AI's armor.
(I remember hearing one of the devs of MW2 mention this in an interview as well as my first hand experiences of it.)
That said,
The OP has it wrong, as most have said.....
removing convergance does not mean CoF.
Adding convergance (like it was in CB) does not mean CoF.
I'm all for either having every weapon hardpoint fire directly straight, and then having recticles to show where each is aiming. (to a degree)
OR
Having the sections split on aiming. IE.
Left arm, Left Torso, CT, Right Torso, Right arm. all have their own recticles. Torso ones move just like now....linked to torso movement, and the arms ones move just like now.....with the mouse.
The best thing about both of these ways/ideas is that you cant just alpha and get every weapon to hit the same spot. Unless they are really close that is.
(and bigger than a light) You have to fire your right arm, then move your left arm over and fire that, then fire your CT and LT and RT maybe in an alpha etc........
Simple and easy for anyone to understand
(unlike invisible heat penaltys etc) as its staring you right in the face when you shoot and ofc the recticles........ oh and there is no issues with "the server will have to much load" etc like PGI said with having convergance....as it doesnt have to compute a thing.
Edited by Fooooo, 15 August 2013 - 07:39 AM.