Myomes, on 06 January 2014 - 12:38 AM, said:
Lights already have it too easy, neosis. The aiming system is a clunker compared to MW3 so snapshots and good aim are really hard to pull off at high speeds, meaning lights are practically unhittable if they don't run straight to you.
yes, there are to-hit penalties for moving too fast. I always thought they should add some form of "reticle bounce" to the game that's non-existent below 100kph, and increases exponentially at higher and higher speeds above that.
Except that is already apparent in the game, it is harder to aim at higher speeds especially when considering terrain also. Standing still you have no problems associated with movement. So the faster you go the harder it is to hit with your own weapons anyhow. More so for lights who have to deal with closer range weapons and more obtuse angles with their use as result, so mobility actually effects them more. Are you going to correct that also in a relative way for FPS mechanics? Oh wait lasers and beam time, maybe if we shortened that it would solve that issue. I'm sure someone suggested this before.
Assaults have much heavier armour as a result of their lack of speed. And in the case of MWO have been increased on a relative basis based on the new apportioned mechanics for weapons fire. Likewise lights have already had a speed nerf to associate themselves with what PGI believe are the best mechanics for them. As such I'm not arguing that speed gives them defense this since they have the least armour and use speed as their defense.
Changes to ballistic mechanics then effecting things similarly on a "relative" basis. As other classes equally will be marginally harder to hit if they also can be mobile so on a "relative" basis they also receive these benefits. Faster mediums and heavies will compensate more on their defense as a result. Which for the medium and considering it size is pretty much needed. And these are another class with engine restrictions. So other classes will benefit from this process.
However if you simply nerf lights speed then all the other weapon classes will be much more effective against them as well and as a result over compensate the reduction to ballistics effectiveness that is needed for them as part of a process to correct any imbalance.
So if they are singled out in this way will you be suggesting a specific armour increase to give a relative capability with defense for the apparent easier to hit process as a result of nerfing their speed defense? If you want to be able to hit better and make all other weapons do so at the same time as a result to correct relative issues with ballistics. Then you will need to compensate for the light shifting on the armour scale with increases so that it doesn't lose it's defensive capabilities.
You can also see that with any subtle shift like this it helps to raise the awareness of having to use backup weapons or shorter weapons more designed for handling lights. And as such with ballistics and their better range would be more practical to use at range. That and also considering that you might need to use platforms like lights or mediums to help with the interplay between them and suddenly roles have more importance and the assault using ballistics fire is not the one platform fit for every purpose. So there are even greater intrinsic benefits for applying these changes and keeping other things the way they are.
And sorry I don't buy into the scare mongering as these changes can be subtle and only marginally increase the skill process with it as a result. Which for me in an FPS game is also beneficial when other weapons already have a mechanic that requires more aiming to utilise them well.
But it is nice to see that those who don't want to see any nerf to ballistics at all and keep their dominance see that the effects will reduce ballistic effectiveness which is the whole idea of this process in trying to allow other meta to be more prominent and more viable as a choice. The way I see this approach is your effectively saying that your happy to reduce ballistic effectiveness to be on a par with other weapon types, something that should happen anyway, oh but the trade off is we want to be able to kill lights better as a result. Thus reducing the very epitome of abilities actually required for another role and creating further imbalances in the process. How is that helping to encourage diversity? Answer it isn't.