VYCanis, on 28 November 2011 - 09:21 AM, said:
but lets focus on per weapon CoF
Per weapon CoF. i.e. my short range weapons are going to be spraying wildly compared to my long range weapons. Because that is exactly how its sounding so far.
This means that aside from short range weapons having shorter ranges than long range ones, they will have poorer accuracy. This tips weapon favoritism in favor of long range weapons, since they will be able to focus firepower from longer range, making them much more practical weapon to use. i.e. how some dude with er large lasers is going to be shooting with precision at ranges where some dude with medium lasers is going to be sloppy as hell.
Wha?
Dammit, I had to retype this post once because your argument makes no sense nor justifies anything.
First off, it seems that you are saying that COF is the direct cause of long range weapons to be favored because they have more accuracy than short range weapons. What? And then it would seem that you would prefer a pinpoint fire system, which still results in exactly the same thing only in a different way!
Yes, that person with the ER LLAS will be more likely hit the person with an array of piddly standard MLAS at a particular range, THAT'S THE ENTIRE POINT. What's wrong with him shooting more accurately and hitting further away, when he paid the tonnage, severe heat and big cash for
advanced tech to sport that ER LLAS? Maybe even Battle Value if they use that to determine matchmaking. And then when the opponent with short range weapons closes,
the accuracy advantage becomes negligible because battlemech parts are so big that the nearly "pinpoint accuracy" of an ER LLAS at this range is irrelevant; the Mediums are still hitting exactly what limb or torso they are being pointed at, so as long as they are up close. There is a good reason why battlemech body parts are so general, and why it is a good model to keep following in a real time game.
And yes, that guy with the ER LLAS can still shoot accurately even up close, is that wrong? You seem to be of the impression that weapons should be balanced along the roles of "short range" or "long range", and battles should be more like a rock-paper-scissors affair with one dominating their respective roles once in range. Battletech was never like that; big long weapons did big damage out to far away and were thus desirable for those traits, but those that could do everything were often deficient in some way or another. Short weapons suffer from their lack of range, but were light and often heat efficient, and while a barrage of them didn't have the single shot power of big guns, they were great for finding holes in armor and doing so much total damage that it forces the enemy to topple over.
Now, let me clarify an important part of my arguments one last time, more clear than my sloppy efforts before.
When I say medium range, I do not mean medium range for all weapons. Take a look at the range bracket for weapons. Each will have a short range, a medium range, a long range, and possibly an extreme range if you use those rules. The to-hit chance goes from +0 to +2 to +4 and then maybe to +6. This range bracket is what I base all my mentions of "medium range" on, at +2 to be exact.
From the above, the cone of a Medium Laser at the ranges listed as +2 will be the exact same size as those of a Large Laser at +2. Its as simple as that. At their respective medium ranges, each of them will have an equal chance of hitting the other, but the Medium Laser will fail if it tries to compete with the Large Laser. The Large Laser is five times as heavy and not as damage efficient, so it is fair. Why does this seem so wrong to you?
I say again, I do not want the cone to be a direct translation of the extremely inaccurate tabletop range brackets, but they should follow the same guidelines set down. The only big deviation from the tabletop is that the static cone will affect accuracy in a gradual way, instead of a leap from +2 to +4.
A cone should be somewhat larger than a mech at the very end of the long range bracket, bordering extreme range, which permits a number of misses. It would then appear to be smaller than a mech at medium range, which still permits a few misses if you have
bad aim, while good shots will still spread over the target. Then short range is small enough that people can start aiming for individual limbs and still hit reliably, if not they probably hit the torso of the target instead. Anywhere closer and the gradual effect of the cone would render it practically pinpoint. Any further from that into the realm of extreme range, and it is not unreasonable to expect common misses.
The last thing is that
I see no wrong in the gameplay that these rules would render, and think it would be better than the current games we have. The balance of the weapons will already be good from the moment you start testing, requires less work and deliberation from the time-strapped developer (just only half a year!), and remains faithful to the universe's established flow of combat.
Edited by Xhaleon, 28 November 2011 - 12:33 PM.