In past games, and more and more with time, the Dev's had to add a more accurate firing model simply because of LAG. Yes, everyone remembered LAG right. Based on years of experience, and their desire to help everyone compete, the best way to beat LAG was to point click instant hit with no deviation at all.
The problem arises that some have better systems, network connections etc that offset the LAG monster and sadly others who don't often benefited from it. You can't hit a LAG based target as the system does not "see" what you "see". While other times, figuring out the LAG time based on your own set up allowed you to aim where the target was not and still get a "HIT"
Now the idea that guessing where your enemy would be when pulling the trigger was seen as Skill. I guess it was but in truth it was having information based on usage (learning hit boxes by design etc. etc.) and not a true overt skill.
Surely, in an effort to alleviate, as best as possible, the whole LAG monster, the Dev will implement a system accounting for it as much as computationally possible. There will always be folks whole can't HIT or be HIT with 100% certainty unless the Dev allow for Point - Click - Always Hit system. Despite that being BAD, imho, there may be little choice really.
What we, the Community, have to do, if it isn't already to late, is convince the Dev that a non Point - Click - Always Hit system will be acceptable and do so convincingly. Ummm,good luck with that right?
As for any comparisons of Ballistic weapon systems of today versus the 31 century a Mech uses a strict horizontal trajectory on all Ballistics weapons systems. The A1M1 uses Ballistic Arcs (major help over long distances) against targets who rarely know they are being targeted. An AC20 cannot be aimed into eh air and have the computer calculate an ARC. Wonder why that is???
So given the limitations, not of the Computers the Dev have at their disposal, for computational needs, but those of the World Wide Networks they have to operate over, it is obvious that using "simplistic" methods of how things all inter-depend/operate, ie: Weapons, Movement, Ranges, Radar etc. etc. on any platform will best serve our needs.
The real problem, as I read all this stuff, is how will it be represented graphically and can that be better developed and implemented to provide players with an offset to why something didn't happen when they "thought for sure" it should have.
Many want to "know" why, I would just like to "see" (in a really cool fashion) why it didn't and will grumble about as I adjust while trying it again. (nothing stupidly glaring of course) As a by-stander at a range, I can't see a bullet fly nor can I see it hit the target until informed verbally (but if it left a neat little entrail then what the hell, I can see where it went, not just wonder, did I hit the ******??? before looking at the HUD display of the enemy Mech and see the damage screen in the cockpit (like MW4) showing me the resultant damage inflicted.
P.S. If they do "Wind" calculations, then I also want "Relative Humidity", "Ambient Temperature" also included in any firing calculations.
Edited by MaddMaxx, 14 November 2011 - 09:01 AM.