wanderer, on 21 January 2014 - 09:25 AM, said:
It's only really pinpoint if the damage can be fully delivered before movement shifts the area being damaged to another hitbox or off the target entirely. It's why when you whip four LL's across a Spider it doesn't suddenly lose a leg, but if you drill it with an AC/20, it's the odd 'Mech out in a butt-kicking contest.
Let's say that instead of being 20 x 1, an AC/20 delivered it's damage as a .4 duration of 5 damage per .1 "tic" and shoot that scout again.
You hit. 5 damage goes to the leg armor. It's moving at 100+ kph. 5 more damage hit the other leg. Tic. The other two tics blow holes in the ground.
You fire at the Thunderbolt. He's moving slower. Two tics hit the CT,two the RT.
He returns fire with a pair of ER PPC's. 20 damage,one location. Ouch.
How about instead, that PPC "splashes" as lightning arcs across the hit? 2x6 damage to the location, with the remaning 2x4 damage hitting a random adjacent location. Still hurt, but 2 locations take damage better than one since each took less damage than either one would have if both PPC's as they are now landed in the same place. Hit the LT with splash PPC? Some damage will land on the LA, CT,or LL. Put em both into the leg? Splash damage to the torso. And so on.
Everyone's still hitting, still doing damage- but the love gets spread around a bit,and it's tougher to centerpunch someone to death if they're on the ball, shielding, moving, twisting.
So turn the AC20 into an AC5. No thanks, we already have that.