Vulpesveritas, on 09 January 2012 - 10:00 AM, said:
But isn't the reason for the tabletop math in place because the game was being played in tabletop.
No, the reason is that the "original" meches in the books were described this way. TT merely simulates that "feature".
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CryENGINE 3 is made so that it can track millions of on screen objects at a time and run real time physics on each individual object. And with unguided missiles, or semi-guided as has been stated, you'll not see boats nearly as effective as a sniper with an AC 5 plinking hits at weak spots on a mech.
A "boat" is not necessarily equipped with missiles - you can boat lasers just as well...or AC5s...or anything else.
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Or as effective even as a guy jumping and moving to close range to launch a large bit of laser fire, as it's quite a bit harder to actually hit a moving target, especially if the target is moving in a ballistic arc as it would be if it used jump jets. A cone of fire would make it easier to hit jumping and moving targets, making such a tactic for light mechs less viable.
I am not suggesting COD-style cone of fire here. What I'd like to see is basically a 2 stage calculation:
Stage 1: calculate potential point of impact - depends on your movement, target's movement, projectile(s) travel time, lead on target, etc. If you're firing weapons with different projectile speeds, i.e. a laser and a gauss rifle, you may have two different points of impact.
Stage 2: calculate damage spead for each "impact" - this is where RNG kicks in and a shot that should have hit CT might actually hit RT or LT instead.
The hit-or-miss is determined at stage 1, so this is pure skill. The damage is determined at stage 2, so while quad medium lasers do the same overall damage as AC20, boating lasers would spread damage across 2-3 "hit boxes", while AC20 would deliver a single, potentially crippling hit. This makes heavy weapons actually useful - you have to make a choice between multiple lighter weapons "sandblasting" armor from multiple locations and single heavy weapon coring through a single armor plate.
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I'm not certain why you'd want to play a sim if you wanted it to work like tabletop. If that were the case all you'd get is tabletop with eyecandy. I want a realistic sim personally, using what such a machine would work as if it were in real life, as Battletech/mechwarrior to me has always been more an emphasis on 'hard' science fiction.
That's because both MWO and TT attempt to simulate the same thing - BT universe. There are no real life mechs, so the "original" is what BT says it is. If you want a real life analogy, it would be a battleship - weapon platform designed for firing alpha strikes, but incapable of putting all shells into a specified part of the target.
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Do I think there should be boating? no. But if physics are implemented, and you have the thought to sidestep when you see missiles launched at you, unless they're SRMs you're likely going to doge them. Even with SRMs you should dodge at least half of missiles shot at you so long as you're not in an assault. That's the nature. Each mech will play in it's own way. Faster mechs will fare better against missiles and snipers, better armored mechs will fare better against barrages and lasers.
Agreed on the dodging part, but I never implied that we should have "tab-targeting" like in MMOs - aiming should be "real life", but damage spread shouldn't simulate a sniper rifle IMHO.
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And it's not like it will be straight pinpoint accuracy. Physics makes it hard unless you're a sniper or a mathmatician. Bullet drop, laser diffraction over distance, crosswind, variable rate of combustion, all make munitions less accurate by nature than pinpoint. missiles without a corrective guidance system will stray from a straight target by nature, bullets are sideswaped by crosswind and dropped by distance, lasers err to the side due to water vapor and such lose power over distance.
Also agreed, see above regarding aiming. I am using term "pinpoint accuracy" not to mean that you always hit the spot under the crosshairs, but to mean that boating multiple barrels of the same type allows one to put all projectiles into the same spot, in other words, a weapon platform with very tight grouping.