RetroActive, on 06 November 2013 - 11:11 AM, said:
I noticed that you used the words "reduce" and "minimize" and not "nulify". That's OK isn't it? It's still not complete convergence on the same exact point, right?
In some of the cases you can actually outright nullify it (short range, slow/big target, etc.).
RetroActive, on 06 November 2013 - 11:11 AM, said:
A) The pinpoint nature of all lasers is negated by the fact that they are DOT weapons. Even the most accurate shooter will not land all that damage on the same component. If the target is sitting still, then they deserve it and can use that as a learning experience. Large lasers and LPL do NOT get a penalty simply for being on the same mech. If you could put 90 large lasers on one mech you could still avoid any penalty by staggering fire. There is no boating penalty for lasers or any other weapon.
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I believe that weapons SHOULD be more accurate at close range. I'm much more accurate with a .22 rifle at 20 feet than I am at 100 feet. Regardless, if the opponent is moving the damage can still spread. I don't think anyone is complaining about brawling, though.
If they are DoT, why are
any lasers on the ghost heat list? By that argument, shouldn't only pinpoint weapons like PPCs and larger Autocannons be on the list?
Anyways, having to stagger your fire IS a penalty, especially in a metagame revolving around exchanging high-damage blows from behind cover.
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I don't have anything against brawling, either. I'm just saying that there are a number of ways to get around spread limitations.
RetroActive, on 06 November 2013 - 11:11 AM, said:
C) Similar projectile speed is not the same projectile speed. Even if you have the exact same projectile speed, if an enemy is moving perpendicular to you at 500 m you will most likely have to lead them in order to hit them. You will be aiming at a point behind the enemy mech and as a result you will not have complete convergence at the point where the enemy mech is standing.
If the speed is similar enough then it can suffice, unless the target is moving pretty fast and/or is small (both cases are less common than large and slow targets). The specific example of the new FoTM build, PPCs and AC/5 mixing, works pretty well in most normal cases due to them being very, very close in speed. Even if they don't hit the exact same pixel, they will at least all hit the target's center mass, and that is preferable to keeping oneself exposed to aim multiple shots.
RetroActive, on 06 November 2013 - 11:11 AM, said:
D & E) I guess this is your most valid point, but the large/slow movers also have more armor, so it's not as big of an issue. The travel speeds of the weapons are still different, though, so even when shooting at a slow moving mech you will not hit the same exact spot with the different weapon types.
If they're accelerating/decelerating to peek around corners/over hills (which is fairly often), you can definitely get weapons of reasonably similar speed to hit them in the same spot or fairly close to it.
RetroActive, on 06 November 2013 - 11:11 AM, said:
F) If they're moving in a straight line toward you, you will absolutely hit the same point with all weapons. Tip: Do your best to not move straight toward or away from your enemy.
It's not about
me moving in a straight line, it's about finding ways to circumvent weapon spread. In some situations there can also be narrow corridors/chokepoints (Mordor I'm looking at you!) that allow the dakka to flow unhindered.
RetroActive, on 06 November 2013 - 11:11 AM, said:
G) You know missiles already spread by design, so there's no issue here.
The issue is that weapons which already spread don't need an additional external mechanic intended to increase spread.
The reason missiles seem fine under GH right now is because LRMs are too heavy and vulnerable to suit most situations, and SSRMs only come in tubes of 2 right now. When we get Clan tech, chain-firing their LRMs (which have no minimum range, BTW, and come at half the weight) and SSRMs (available in tube sizes of up to 6, have 360m range) will have absolutely no negative impact on their accuracy, and players will load up on these weapons for short-medium range and have zero fears whatsoever of incurring heat penalties.
The future looks pretty scary for these weapons. GH is intended to make people spread out their damage from multiples of the same weapon, but auto-aim mechanics completely negate that aiming disadvantage.
Edited by FupDup, 06 November 2013 - 02:55 PM.