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Tabletop rules work (most of the time) for the tabletop turn-based strategy game. But they're abstracted, and won't work very well for a real-time game.
But in this case the problem does not stem from being unable to translate TT rules to Real time sim rules.
Its an entirely PC game only problem caused by sloppy or dare i say uncaring devs creating a single player game.
In all honesty whos going to complain about pinpoint accuracy in an PvE game? The mechwarrior games where never made with multyplayer as the focus despite the players using it mostly for just that.
All balancing done in the PC games was made vs the AI not against other players.
No one is demanding that you have to roll 2d6 while playing the game to see where the shots land... but there has to be something done against one shot wonders so the game stays interesting and varied.
After all its not only the TT rules that state that a mech doesnt have pinpoint accuracy... also this is one of the rare occasions where i say that the fluff does not get into the way of gameplay.
In canon the Computer simply trys to get all weapons available to lock onto the target and gives the pilot a sign when it achieved this. However what it doesnt do is converge all weapons on the same spot nor does it tell the pilot beforehand where the shots will land.
Locking onto a target and precise aiming are not the same things. As stupid as it sounds but youre not really taking so much aim as you are giving your computer a target he has to aim at. And all he will do is try to get all weapons pointed at the target.. but where exactly on the target is out of the mech pilots control.
Edited by Riptor, 18 November 2011 - 09:40 PM.