Targeting without expanding reticules of dumb CODess
#21
Posted 11 November 2011 - 07:25 AM
#22
Posted 11 November 2011 - 07:45 AM
#23
Posted 11 November 2011 - 08:14 AM
Mchawkeye, on 11 November 2011 - 03:45 AM, said:
I've made this thread specifically without the want of mention of cone of fire because I feel that CoF supporters tend to shout down conversations. Which is great: they are obviously passionate about it and I wouldn't want anything else, but I do want a place for people like my self who don't believe that cone of fire is a way to go.
So, assuming that the fire in the game is simulated accurately (at least as accurate as can be considering it's all made up) how do you propose weapon fire and targeting to be approached? I still think that most targeting issues should come from the movement of the mechs themselves, as well as other factors like ballistics curves and heat generation. I think some guns should be more accurate than others and I believe rapid fire weapons should have their own inherent inaccuracies due to recoil and such like.
People suggest that lasers, in this instance would be too powerful as they are too accurate, but I think increased heat and more detrimental side-effects of that would even-out the playing field. PPCs would require a lead to target as they are slower than lasers etc...
Any other options?
On average, how many shots do you think it should it take to kill an Atlas with a Grasshopper? Assume you're always aiming for the CT, and you never miss.
1-3?
4-10?
11-20?
> 20?
Just pick one of my possible answers.
Edited by TheForce, 11 November 2011 - 08:18 AM.
#24
Posted 11 November 2011 - 08:50 AM
I just want CoF based on movement. Recoil has little to no effect in Battletech.
However, if you're mid-jump, you should NOT reliably be able to hit targets more than 90 meters away.
Just the opposite, if you're stationary, your cone of fire should be very small, so accuracy should not be a problem.
While Recoil might not be an issue, 50-ton footsteps shuddering through a mech with a bobbing gait sure is.
The only time that CoF makes for a bad game in my books is when Recoil has too much of an effect. It made Bloodlines nigh unplayable with any sort of automatic weapon. Still, I think that CoF would act as an excellent game-balancing tool for this game in particular.
Edited by ice trey, 11 November 2011 - 08:51 AM.
#25
Posted 11 November 2011 - 09:25 AM
#26
Posted 11 November 2011 - 10:07 AM
#27
Posted 11 November 2011 - 10:15 AM
Allow for time spent on target to decrease the cone, say the maximum size of the cone based of the pic used earler, it should decrease to around half that or less depending on how long you can hold crosshairs on target, IE now you have a targeting computer that takes some time to lock onto a target and bring your weapons to bear, the crosshairs should turn Gold on a full lock so you know when the cone will not get any smaller.
Next allow for a increase when your crosshairs move off the target, not an instant jump back to the max size but enough that the PIOLET can be very skilled in aiming and not suffer the increase as much as someone who cannot keep their crosshairs on a target.
This would be differen't from missle lock of course but it would be one of the few acceptible ways of using a cone type of targeting.
#28
Posted 11 November 2011 - 10:18 AM
VYCanis, on 11 November 2011 - 06:39 AM, said:
http://imageshack.us...coneoffire.jpg/
cause that is exactly what it will look like if you have CoF in effect. I don't care if you just did a 1080' while firing jumpjets and an atlas is now shaking you like a loud baby. Your weapons should not be doing that ever.
If that is supposed to represent medium lasers firing from a mech that is moving full out at a moving target 200 meters away it looks perfect.
You want to snipe something at range? Use long range weapons like PPC's, AC/5's or /2's, or LRM's and slow your movement down or even stop.
The size of the cone needs to represent a combination of the weapons range, the firing mechs movement, and heat. The MW franchise has been completely twitch-based, let's move it towards a combination of twitch and tactical and see a better overall game that is actually based on battletech instead of just bearing a passing resemblance.
#29
Posted 11 November 2011 - 10:47 AM
The whole "cone of fire expands/contracts" with movement is a bit bogus in practice too, isn't it? Unless you want all play to be waiting in ambush for someone to walk into your gunsights.
Mark me down for staunchly supporting pinpoint aiming (which still is affected by the above narrow-Centurion situation, but at least you are in charge of shooting the target, instead of hoping for a hit).
#30
Posted 11 November 2011 - 11:01 AM
There's something that should happen. You notice in that image the player is doing an alpha strike. Weapons should have recoil even for laser based weapons.
Also each weapons needs its own reticule. If you take damage on a weapon it should not maintain its base accuracy in the simulation.
I made a picture showing a mech aiming at another mech's leg from a distance. Say they have 4 weapons. A left arm, right arm, and top two rockets that are dumb fire. I would expect to see separate reticules. This changes how I set up groups of weapons. I wouldn't group all my lasers to alpha strike for instance if firing them boosted the reticule and made me miss. This forces players to group weapons in an intelligent way and to control their CoF greatly increasing the level of skill in the game. It also gives you a clear indication of the damaged limb and the accuracy penalty applied. Imagine the left arm in the picture was damaged. The accuracy reticule representing the CoF would be further out and wouldn't return to its base accuracy.
#31
Posted 11 November 2011 - 11:12 AM
I would like the reticles to have the options to be hidden until the weapon is brought online (live) to avoid screen clutter.
If you want to bring them all up at once, make sure the reticles lock into a somewhat discernible master reticle, but this should probably take quite a while to 'aim' (as your targeting computer(s) are working overtime at this point).
I for one, do not want to use a gun reticule to aim LRMS and vice versa.
#32
Posted 11 November 2011 - 11:13 AM
#33
Posted 11 November 2011 - 11:15 AM
Sirisian, on 11 November 2011 - 11:01 AM, said:
There's something that should happen. You notice in that image the player is doing an alpha strike. Weapons should have recoil even for laser based weapons.
Also each weapons needs its own reticule. If you take damage on a weapon it should not maintain its base accuracy in the simulation.
I made a picture showing a mech aiming at another mech's leg from a distance. Say they have 4 weapons. A left arm, right arm, and top two rockets that are dumb fire. I would expect to see separate reticules. This changes how I set up groups of weapons. I wouldn't group all my lasers to alpha strike for instance if firing them boosted the reticule and made me miss. This forces players to group weapons in an intelligent way and to control their CoF greatly increasing the level of skill in the game. It also gives you a clear indication of the damaged limb and the accuracy penalty applied. Imagine the left arm in the picture was damaged. The accuracy reticule representing the CoF would be further out and wouldn't return to its base accuracy.
No to laser weapons having recoil, even if a solid laser there would be no recoil, however there could be 'bounce' added due to a reflective surface/armor, or a slight time delay to fire, if you are looking to add difficulty in using that weapon.
#35
Posted 11 November 2011 - 11:36 AM
Edited by Colonel Pada Vinson, 11 November 2011 - 01:17 PM.
#36
Posted 11 November 2011 - 11:47 AM
Glare, on 11 November 2011 - 11:16 AM, said:
Welcome to thread drift. It happens. Get used to it.
You are right, it does and it's up to someone to point that out and try to bring things back on track.
What I don't think I'll get used to is the propensity for the need to be randomly aggresive. There is no need to post a sentence like that at all. People started that sort of comment in another thread and it rapidly went down hill.
So please just take it easy.
#37
Posted 11 November 2011 - 11:49 AM
#39
Posted 11 November 2011 - 12:06 PM
Before I get to the criticism, let me say that I appreciate your enthusiasm in participating in these discussions, and I think you're adding a valuable voice.
That said, you seem to be a bit quick to take offense. Try to be less defensive, and rather than assume aggression, assume sarcasm. It's much more likely that Glare is a smart ***, than that he's angry with you. (no offense, glare )
I only mention this, because he's not the first person that you've called out for aggression when others saw nothing offensive.
Edited by Creel, 11 November 2011 - 12:08 PM.
#40
Posted 11 November 2011 - 12:08 PM
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