stjobe, on 12 March 2014 - 01:56 PM, said:
I don't think anyone really wants to nerf pin-point accuracy; what most people seem to want toned down is the efficiency of the combination of
1. pin-point accuracy,
2. perfect convergence of multiple weapons onto that pin-point, and
3. instant delivery of all those multiple weapons' damage to that pin-point.
In fact, most people seem to prefer if weapons stay pin-point accurate, and damage done is spread out by some non-random mechanic - like e.g. burst-fire, beam duration, missile spread, or something else.
Spreading damage out in beams, bursts, or missile flights simulates random hit locations by a non-random mechanic; under perfect conditions - close range, stationary firer and target, sunny skies, and a fair breeze - you can still put all your damage in one location.
The problem with how ACs and PPCs work in the current system is that they also allow you to put all your damage in one location at extreme ranges, on moving targets, while moving at top speed yourself.
No other weapons can do this, and that's why some of us would like to see ACs changed to a burst mechanic (and PPC to beam duration or splash damage) - just to put them on equal footing with the other weapon systems.
If doing so means we'd have to further tweak their other characteristics, like damage, heat, range, etc, then so be it; that is a minor balancing issue. These weapons being superior through their damage dealing mechanic is a major balance issue.
I know it would be an unpopular move initially. However, it is the only way to achieve what everyone wants. All the QQing about pinpoint damage, weapons convergence, and weapons balance is probably sucking up too many resources. It is probably one of the main reasons content is continually delayed. It is the solution which would solve all the problems in one swoop and not really negatively affect the game. It would give them a chance to push content out and then they can revisit weapons convergence, weapons balance, and pinpoint damage. Not to mention solving hit registration issues. The mechanism is already set up with SSRMs so I imagine it would not be hard to implement for every weapons system. I am not a programmer though so it is just a guess.