Varent, on 05 March 2014 - 09:32 PM, said:
Why is this more fun? I think that's an opinion not a statement of fact. Many people are thrill seekers that love adrenaline rushes and live for quick violent furious action that may feel like a life time but take only seconds. There is a reason why so many shooting games out there reward you for a 'headshot' and often have big huge words flashing across the screens these days. Its because its exciting and invigorating. I don't think this game needs to be super slow paced and laborious to be a thinking mans shooter or to be a very tactical game. It already is tactical. If I want slow and laborious id play eve. 9 hours to kill a space station... yay.... (sarcasm)
Like I said, go play CoD or Halo if you want your "HEASHOT!!!" kicks. This is the only non-mmo I know of that can have greater than 10 sec TTK in a close range 1 on 1 and I want it to stay that way, and i'm pretty sure i am far from alone. I guarantee you if they put a poll at the login page of the the game client that you had to vote in in order to start playing, a majority of players would want more games where damage is spread instead of sniped out engines or cockpits being the main way to die.
And who said anything about super slow combat, putting burst fire and splash to counter pinpoint damage would only give similar TTK as lasers and i don't think i have seen many 9 hour laser slug fests, but maybe i'm wrong... The thing is there can be something called a "middle ground" where ACs still do mostly pinpoint damage if used that their optimum ranges but spread out if used while going fast, falling, or fighting agile opponents that know how to torso twist.
If you spread the AC's damage over .05 secs of firing it wouldn't make much of a difference to the weapon, but putting the same damage over a full second vastly changes it's ability to concentrate damage. I'm not talking about making ACs exactly like lasers or pulse lasers, but spreading the damage over several bullets also allows for things like recoil and weapon sway to affect accuracy without making it and all or nothing miss. Say if the ac/5 shot 5 bullets over .2 seconds, it wouldn't be that hard to keep all that damage in one spot in a brawl, but some bullets might splash into other components in a sniper fight or while JJ twisting.
It can also allow for some natural spread via recoil without pissing people off as badly. The spread would be neglible up to 300m, maybe splash one or two shots gently off-target at 600m. It could also mean you hit a couple shots in that light's leg instead of missing all of it. It also rewards fast torso twisting speed and reactions against ballistic toting mechs instead of the undeniably vast advantage that has over lasers in a brawl.
It's called trying out numbers and testing to find a good fit and compromise between both worlds. It's not some magical all or nothing switch... There CAN be a compromise that works to where it won't kill off any play styles but simply makes them require a similar amount of skill to other play styles to be as effective as they are now.
Edited by Tw1stedMonkey, 06 March 2014 - 12:01 AM.