Varent, on 15 January 2014 - 01:56 PM, said:
Sorry, FLD .. .meant FLD.
I suppose if anything I would ask why are you so against the screen shake exactly? Why try everything else but that and what about the concept of the screen shaking a 'little' on the way down off sets you? I do agree that the damage could help but I also forsee alot of pilots simply getting very good at 'feathering' there fall abit at the last minute to not get hurt much. Where as I dont see many ways to get around that light shake. Close in it would do nothing but at ranges it would be everthing. Its also just something targetting Poptars and not snipers in general so long as you playing a true sniper wouldnt hurt either.
I know what you meant - just giving you a hard time for getting it wrong over and over, lol.
I am against the "off jet" shake because it makes no sense. Yes, I know this is a game about big stompy robots with fusion reactors under the pilots feet, but that's the "reality" of this game. Jump jets shaking the mech while blasting tons of metal into the air I can understand and it seems "logical", but it shaking while the mech is falling, not so much.
Also, while I know a skilled pilot can learn to feather their way down, but that is my point - they HAVE to save some of that thrust to do it. That means they are not able to get as high of a jump, require more jump jets to achieve the same result, and cannot do the "shutdown jump" trick. If the damage is significant, as it should be if a 80+ ton machine is plummeting to the earth, it will be a sufficient penalty to lessen the chance of someone using it as a valid tactic.
Regardless, I am just proposing this to try to meet you half way. I'm not going to support some weird shake voodoo just to make firing more difficult for a certain group of people. How about we make SRMs all have a horrible voodoo recoil making chain-firing them near impossible while we are doing that if so?
What I'm saying is, when someone meets you half way, don't try to yank them the other half...
Steel Claws, on 15 January 2014 - 03:48 PM, said:
I rather think that lasers are far better in most instances for applying damage precisely where you want it. Therefore it takes you less damage by far to kill the mech in question than with weapons with travel time. They are still the only weapons with pin point accuracy and require no lead therefore making them better on most smaller targets. If someone can't hold an aiming point is that the problem of the weapon or the aimer?
Personally I see a lot more lasers in use than anything else. Autocannons are good for damage on large slow mechs but much harder to use on small fast ones. If one were to look at the data I think they'd be surprised how even things really are.
You must not have read the earlier posts. Go back to the start of this thread and actually read the damage data that was shared by several people. Lasers "hit" more often, but do significantly less damage per hit. The net result is far less dps than ballistics and PPCs.
You SEE lasers more because they are glowing beams of light that go all the way across the battlefield for a full second of time, as opposed to a tiny shell visible for milliseconds. Just because you don't see air doesn't mean it isn't everywhere...