Livewyr, on 11 September 2013 - 03:26 PM, said:
Movement penalty to accuracy would make every light's day. The circle of death around a large assault mech that you are so close to, you'd have difficulty missing even with the deviation..while he has to try and shoot your tiny little frame with accuracy penalties..
(And don't give me the "sit still and wait for him to come around again..." most light brawlers worth anything know to slow down behind the mech to maintain rear attack position...especially if the mech stops trying to turn with you.)
No, remember that i said that the movement/traverse penalty would mean that anything less than short range would be unadvisable. At short range, the dispersion away from point of aim would be negligible so that either the attacking light or the defending heavy could both hit up close and personal. 10 mils of dispersion at 20 meters is 8 inches, at 100 meters is 1 meter. 10 mils of dispersion at 500 meters is 5 meters. So, aiming center mass on a mech while going at top speed and traversing, if it introduced 20 mils of dispersion, means your aimed shots at 100 meters would hit point of aim +/- 2 meters. At 500 meters, your shots would hit point of aim +/- 10 meters. The first shot hits the mech, pretty close to the body part you aimed at, but the second shot misses (if it missed laterally) the mech entirely. At close range, you hit within 16 inches (approximately .5 meters) of your point of aim.
So, long ranged shots would require a near-stationary posture to hit precisely, whereas short ranged shots would hit despite movement.
Not only seems logical to me, but would decrease the "spray and pray" fire discipline of most players, while increasing the fire-on-the-move effectiveness of assault mechs at long range relative to lights.
Edited by Stoney74, 12 September 2013 - 02:26 PM.