Mad Elf, on 12 February 2014 - 04:50 AM, said:
Hi,
Sorry if these have been suggested already (I haven't seen this exact collection anywhere), but having noodled over the problem a fair bit recently I thought I should share.
This nerf is in four parts:
1. Target reticle shake when jump-jets are active.
Of course, this is already in place, and is working to some extent. I'm listing it because it's a necessary part of the system: it prevents targetting on the way up.
2. Increase convergence time for all weapons.
For all weapons (arm-mounted or otherwise) to hit the same spot, the 'mech must compensate for the range to the target. This compensation must take significant time (several tenths of a second), and must not be possible when the reticle is shaking all over the place.
Implementing this will mean that if the pop-tart fires a snap-shot at the apex of the jump, some of the rounds will miss the target area (or miss altogether).
3. Implement correct physics re. projectile speeds.
If I'm running at 80kph and fire directly sideways, the round (including PPC blast) should also be moving sideways at 80kph. If I'm falling at 10m/s and fire, the round's velocity should also have an extra downward component of 10m/s. This is simple physics, easy to implement, but the last time I checked it hadn't been.
Adding this extra realism will mean that if the pop-tart holds fire to allow their weapons to converge, they will have to take the extra projectile drop into account, making the shot more difficult (though still possible for a skilled player).
4. Implement correct physics re. weapon recoil.
I ran the numbers: assuming that any shock absorbers are perfectly elastic, if you mount a twin-Gauss Catapult on roller skates and fire an alpha strike, the 'mech would end up moving backwards at 22kph!
Realistically, any shock absorbers will more likely be inelastic (which means the recoil is dispersed via something like gas venting, rather than transferred completely to the 'mech body -- a system that must be reset after each use), but they won't be perfectly so. A fair proportion of the recoil would be transferred to the 'mech. The recoil would be worse if the 'mech wasn't grounded.
If this was implemented, firing large projectile weapons (including PPCs) would rock the entire cockpit up (and either left or right, unless the weapons are fired symmetrically, as in the Gaussapult). Unless they were exceptionally skilled, pop-tarts would only have one opportunity to fire while in the air, regardless of recycle time or chain-fire.
Conclusion:
All these suggestions are improvements to the game's realism (as opposed to inexplicable made-up nerfs like ghost heat). If they were all implemented, they wouldn't stop pop-tarting completely, but they would reduce the accuracy, remove the pin-point alpha damage, and increase the skill required to pull it off. I think that's the fairest way to deal with the issue, and it makes the game more realistic overall.
(I would especially like to see the recoil implemented. Currently, if I fire a Gauss Rifle, there's a small noise. If I fire an AC20, there's a much louder noise, and a bit of a flash. If at the same time the cockpit rocked noticeably as the entire 'mech absorbed the recoil, I would know, in my gut, that I'd just discharged a massive, high-powered projectile!)
1. This has been a common idea thrown around. Im all for it myself though I think there should be a way to minimize it so it doesnt make jump sniping impossible, only drastically harder.
2. They have already stated it works against hit registration. Rather not have more issues with that.
3. Neat idea, though it would have a minimal at best effect. Mostly it would effect brawlers who are doing constant torso twisting and it would hurt them. So you actually wouldbe hurting the thing most often used against jump snipers.
4. Weapon recoil doesnt hurt jump snipers, it hurts brawlers. See number 3. Weapon recoil actually HELPS jump snipers since it would partially turn the chasis wich helps a jump sniper by turning away after the shot so they absorb an impact on there non weapon side. Jump snipers only fire once per jump.