Cimarb, on 04 December 2013 - 07:37 AM, said:
You are missing the point. You can't have random convergence without destroying the fun of the game. Who wants to play a shooter where you point the weapon at something and hope it hits something nearby? If you want that, just don't use your zoom and stay at least 500 meters from the enemy.
If you make it damage over a 0.5-1 second duration, you are skilled enough to place that damage in one spot, so it would be the same end effect. In that clip that you show of the Hulk, which is also one of my favorite parts of that movie, he doesn't do a single hit - he quickly beats Loki back and forth over and over again. Smash all you want, just do it in a balanced way.
I want to point my weapon at the target and it hit in relatively the same place. We are firing on walking 2 story buildings. a one Meter Cone is not insane. If you can show me a U-Tube of a Tank chain firing or Better, a Battleship firing its broadside and all the shells hit the the exact same spot, I will give up the discussion. Show me. This is what you are trying to say happens cause
you got skillz, Show me professionals firing multiple ballistic weapons and everything hitting the same spot.
stjobe, on 06 December 2013 - 04:09 AM, said:
Yup, imagine the devastating effect that a 6 MG spider could do to the back of an Atlas! PGI would be laughing all the way to the bank.
...seriously though, we need burst-fire ballistics if this game is ever going to have a semblance of balance between the three weapon types; as it is, the instant-damage of ACs combined with pin-point alphas is just so much more effective at applying damage than the spread damage that missiles and lasers put out that there's no contest. There's just no reason to ever take a missile or energy weapon (aside from the faux-ballistic PPC, which needs to be remade into a beam weapon) if you can take a (non-MG, non-LBX) ballistic instead. They're just better.
I Disagree StJobe. The balance is in the differences we have now.
Edited by Joseph Mallan, 06 December 2013 - 04:51 AM.