Same as in other games, where the aim converges onto to the crosshair slowly after stopping.
No more run and snipe.


[Suggestion] Introduce Aim Penalty For Moving Shooters On Ballistics
Started by Monkeystador, Apr 06 2014 09:29 PM
8 replies to this topic
#1
Posted 06 April 2014 - 09:29 PM
#2
Posted 06 April 2014 - 09:33 PM
So.... Turret Warrior Online, then?
No, seriously.... you wanna make it so that something like the poor old classic AC/20 Hunchback will end up making shots that go all over the place.... while the Highlander just stands in one spot and two-shots the Hunchback's right shoulder?
If the HBK tries to come to a stop to steady his shot, you know he's gonna be taking a dirt nap soon afterwards.
Does it bother you that other people can hit moving targets while themselves on the move at full speed?
Don't you wanna develop that same skill as well, instead of making it irrelevant?
No, seriously.... you wanna make it so that something like the poor old classic AC/20 Hunchback will end up making shots that go all over the place.... while the Highlander just stands in one spot and two-shots the Hunchback's right shoulder?
If the HBK tries to come to a stop to steady his shot, you know he's gonna be taking a dirt nap soon afterwards.
Does it bother you that other people can hit moving targets while themselves on the move at full speed?
Don't you wanna develop that same skill as well, instead of making it irrelevant?
Edited by YueFei, 06 April 2014 - 09:35 PM.
#3
Posted 06 April 2014 - 09:38 PM
But PPCs get a free pass?
Sounds like a good way to make PPCs even more common
Sounds like a good way to make PPCs even more common
#4
Posted 06 April 2014 - 09:47 PM
Sounds like a killer argument against the idea. Still, even so the meta highlander will slay the hunch atm anyway in a straight brall, speed or no speed.
You argument though is that the mechanic could take the advandtage of speed by breaking aim for all moving gunners In a brawl.
You argument though is that the mechanic could take the advandtage of speed by breaking aim for all moving gunners In a brawl.
#6
Posted 06 April 2014 - 10:26 PM
About this topic there have been a trillion posts. But what stuck most is the idea that pin-point alpha is not good for the gameplay. Snipers have their role, but if so, leave it to a single weapon system that hardly anyone uses anymore. The Gauss.
#7
Posted 06 April 2014 - 11:16 PM
Monkeystador, on 06 April 2014 - 10:26 PM, said:
About this topic there have been a trillion posts. But what stuck most is the idea that pin-point alpha is not good for the gameplay. Snipers have their role, but if so, leave it to a single weapon system that hardly anyone uses anymore. The Gauss.
While I do agree that pin-point damage is unhealthy for TTK, I think a better way to break up the damage is either Homeless Bill's idea, or to make the projectile speeds of different weapons quite different from one another. I don't think they'll ever implement Homeless Bill's idea so the next best thing they can adjust is projectile speeds.
Well, mainly to make sure that PPC velocity doesn't sync-up well with any of the AC velocities.
And then you give all the mechs Carrioncrow's style of hitboxes so they are all capable of being tanky like the Centurion. Obviously if you stand still and face-tank everything you're still gonna die fast.
Then you have less brutal pin-point burst damage, and you achieve it in a way that doesn't punish something like the single-AC/20 Hunchback.
I rather like that pilot skill in defensive maneuvering can make a huge difference in survival time. I'm not that good at it, alot of times when I die I stare at my mech outline and I'm disappointed by how much armor is still left on my shoulders, but my CT is drilled out. But some mechs can't shield that well, like the Awesome, or Dragon, and I don't think even the best pilots in the game can really shield effectively in those mechs. Hitboxes are very important.
I'm amazed at the kind of abuse some of the best pilots can take in their mechs and still remain functional. It's not that they don't ever get hit, but they manage to take those hits on non-essential parts of their mechs and keep fighting.
#8
Posted 06 April 2014 - 11:44 PM
I love how 4 ac weapons can hit the same spot from 1000m away

Edited by Monkey Lover, 06 April 2014 - 11:44 PM.
#9
Posted 06 April 2014 - 11:49 PM
That actually depends on what weapon is being used and what type of aim penalty can occur.
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