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Cone Of Fire And Mechwarrior: Online


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#21 Alek Ituin

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Posted 15 September 2013 - 09:10 AM

View PostOphidian, on 15 September 2013 - 08:43 AM, said:


Which is not at all the case in MWO.


Which is sad IMO.


Assaults should be limited, scary a** SOB's to face in combat, carrying massive amounts of DAKKA and lots of armor. Not even a hint of accuracy penalty.

Heavies should be faster, lighter armored Assaults with slightly less DAKKA, but still retaining good long range abilities. Slight accuracy penalty.

Mediums should be friggin everywhere in vast numbers just pewpew-ing the place up at mid ranges. Meh accuracy penalty until you try firing at long ranges... good luck with that.

Lights should be fearing direct combat with anything larger than them, until they get close in and behind you. Couldn't hit the broadside of an Atlas at 200m when going full speed kind of accuracy penalty.


This setup would be wonderful if it could actually happen in game. But it wont. BUT I CAN DREAM.

Edited by Alek Ituin, 15 September 2013 - 09:12 AM.


#22 Bishop Steiner

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Posted 15 September 2013 - 11:41 AM

View PostOphidian, on 15 September 2013 - 07:40 AM, said:

They already are the best gun platforms in the game. Currently, heavies and assaults basically amount to glorified turrets, with little to no reason to move at all, except in brawling.

If you apply greater inaccuracy towards faster moving mechs, you are effectively eliminating lights and mediums as moderate to long distance fighters, when they are already getting rarer, AND making their lives at short range harder than it already is.

While I agree that accuracy being affected by speed makes sense in real life and on most FPS platforms, it does not practically make sense from a game balance perspective for MWO.

Actually it could, as I would not look to apply a one size fits all CoF for movement. I like the suggestion of Lights having it worst at top end, because of just how fast it is and how comparably little mass they have to counter the motion. I still would have them able to do 3/4 speed without issue because they are still DESIGNED to do it.

And by all means, let people be immobile in Heavies and Assaults. Those end up cored out rather fast, even with double armor. I'd much rather have to shoot at a Stationary Atlas than a waddling.... er running one. Even a slow mech has to be compensated for more at range. Not a big deal, but stationary is just tasty.

#23 Bishop Steiner

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Posted 15 September 2013 - 11:53 AM

View PostColonel Pada Vinson, on 15 September 2013 - 08:42 AM, said:


so why add cone of fire to make things even slower? As you note, aim is already improved when slower.

I think my reasonings are well spelled out already Colonel. I, on the other hand disagree with your premise. Noobs and FotM will go slow, blob, get flanked and die. (Unless of course you also have the Noob PuG team). Just another tactical decision. Turtle and give up the advantage of and play defense (a symptom caused by Poptart/Peektart Instacore alpha mechanic) or take the inititiative, move, realize that moving fire, or "cover" or "suppression" fire is just that, seldom effective at actually killing the enemy, but meant to keep heads down while you move.

As it sits now, it's ludicrously easy to nail nail a mech at 3x the range a Gauss was ever meant to be used, while in motion. I had a Gauss dual yesterday on Alpine where we were at 1800 meters (I didn't have my advanced zoom equipped on this RS, needed mah coolshots!) He was moving for cover, in and out, and I was running... well, trying to run, up and down mountains to get into Large Laser range before I ran out of ammo. I nailed him with over 85% of my shots the entire match (though admittedly not all confined to the torso) He probably hit me with at least 75% ( i was moving faster then he) and I finally got to Laser extreme range as my ammo ran dry and both of our armor was evaporated. Got the kill with y 4 Large Lasers. Barely.

The point (other than salute to the other guy for a great dual to finish the match!) is that in no way should either of us have been remotely that accurate at those ranges, in those conditions. It's great for epeen, but is not in any way "realistic" or nearly as "skilled" as gamers want to feel it is. Part of skill comes with using tactics to maximize that chance to hit, and not just spamming the sky like most people do now. Skill is having to overcome adverse conditions to be able to make shots, not pick a pixel.

View PostAlek Ituin, on 15 September 2013 - 09:10 AM, said:


Which is sad IMO.


Assaults should be limited, scary a** SOB's to face in combat, carrying massive amounts of DAKKA and lots of armor. Not even a hint of accuracy penalty.

Heavies should be faster, lighter armored Assaults with slightly less DAKKA, but still retaining good long range abilities. Slight accuracy penalty.

Mediums should be friggin everywhere in vast numbers just pewpew-ing the place up at mid ranges. Meh accuracy penalty until you try firing at long ranges... good luck with that.

Lights should be fearing direct combat with anything larger than them, until they get close in and behind you. Couldn't hit the broadside of an Atlas at 200m when going full speed kind of accuracy penalty.


This setup would be wonderful if it could actually happen in game. But it wont. BUT I CAN DREAM.

I get where you are going, though I feel outside of "optimal" ranges, even Assaults should have less precise aim. And dang for sure when Jumping. I'm a Victor Guy and the last thing I want is everybody flocking to Victors because they are poptart kings! (Or worse, Highlanders)

Edited by Bishop Steiner, 15 September 2013 - 11:54 AM.






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