I don't think it matters how you modify the hitboxes/damage/ect.
The culprit is that we are using an armor system that was built around the idea that weapon damage is applied randomly in a game where weapon damage is applied where the player wants it.
Basically, if you modified Classic Battletech to allow players to choose where weapons fire would go, most would either choose the CT or L/R Torso and just ignore the Arms/Legs most of the time.
Now, while in CBT, each mechwarrior had a Ballistic Skill value tied with it. In MWO, this skill value is basically the personal skill of each player. Makes sense. But, you could not do all these "Called Shots" with ease that we can now.
Also, when weapons are fired in CBT, each weapon individually hit a different location. We can also see the issue in MWO's translation is that all weapons fired from arms aim at a single point in space and the same for torsos.
Instead of modifying more internal structure points and armor, we need to introduce a system that allows players to aim but not guarantee hits to where they are aiming. I would suggest a CoF system that is location specific (meaning if you fire all your Left Torso weapons, they all hit the "same" random location) and then make each weapon type have modifiers to the CoF.
•Each section (L/R Arms, L/R/C Torsos, and Head) produces their own single CoF
◦All same section weapons would produce a single random CoF location
•Lasers fire in the same pattern as they are physically mounted on the mech
◦All same section Lasers fire in the same pattern that they are mounted, landing in the same pattern but randomly hitting the center of that pattern within the CoF
◦Lasers have small deviations in their CoF
•Ballistics always produce a unique CoF, regardless of mounted location
◦Always produces a new random location within the CoF, regardless if they are mounted in the same location or not
◦Ballistics have large deviations in their CoF
•Missiles produce their own patterns
◦Ignores CoF
•The CoF increases/decreases in base size dependent on movement/actuators/ect
◦x0.75 base size @ standing still
◦x1.0 base size @ 0-66% throttle (walking)
◦x1.5 base size @ 67-100% throttle (running)
◦x2.0 base size when jump jetting or falling
•Maximum range determines the actual size of the base of the CoF
◦Short ranged weapons mean their accuracy is worse at a distance and long ranged weapons mean their accuracy is better at close ranges
•Lasers base CoF is 1.0m at their maximum range (all lasers)
•Ballistics base CoF is based on caliber/weapon type
◦AC/2 is 2.0m
◦AC/5 is 2.2m
◦UAC/5 is 2.2m
◦AC/10 is 2.5m
◦AC/20 is 3.0m
◦Gauss Rifle is 2.5m
◦PPC/ER PPC is 2.0m
What this would do is produce unique roles for each weapon, especially for lasers due to each mech having a unique physical mounting hardpoint pattern. Ballistics always produce a CoF for each firing of the weapon, thus mounting location do not have much meaning other than armor protection and aiming source (Arm or Torso). Missiles also do not have much noticable different and actually ignores CoF, thus moving at maximum speed or not moving at all effects missiles in no way.
What this will do is provide more spreading of damage but still provide ways for players to generally aim at locations. So if you want to take out the CT, keep aiming for it. Some of that damage will hit the Left/Right Torsos also, giving more general survivability to locations, more importance to hitting a critical hit when you hit a location to destroy a weapon/equipment, and have arms/legs take damage overall instead of being mostly ignored except in unique situations.
I really think this is the direction that MWO needs to go. A CoF that still allows for aiming but does not guarantee hitting a location you aim at but overtime, your aiming will be more important. That means for each minute detail when firing will not matter unless the target is basically dead in a location but over a longer period, if you can continue aiming at the same location, you will be guaranteed to hit more often at where your aiming.
This is what I hope PGI will see that this game will absolutely need a definitive fix for the pin point accuracy.
Edited by Zyllos, 12 September 2013 - 07:49 AM.