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Your Vote On Solutions To Convergence And Pin-Point Damage


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Poll: Convergence (112 member(s) have cast votes)

What should the solution to convergence and pin-point damage be?

  1. Keep the current system (heat scaling, ballistic nerfs, etc.). (18 votes [16.07%] - View)

    Percentage of vote: 16.07%

  2. Targeting Computer Loss. See link provided in the thread. (9 votes [8.04%] - View)

    Percentage of vote: 8.04%

  3. Crosshair deviation and cone-of-fire spread based on recoil, movement, and terrain obstruction. See thread for explanation. (71 votes [63.39%] - View)

    Percentage of vote: 63.39%

  4. Propose another solution (please post below). (14 votes [12.50%] - View)

    Percentage of vote: 12.50%

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#21 ReXspec

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Posted 04 June 2014 - 12:49 PM

View PostNingyo, on 04 June 2014 - 10:40 AM, said:

If you are really interested in the various proposals people have made and views of the players. I did a rather comprehensive poll on this some time ago (before I took a 8 month break from the game.) it got over 100 votes and has links to many detailed proposals.

http://mwomercs.com/...48-convergence/

Not going to vote on yours though as its choices are too restrictive and except for your main proposal they are not described.

EDIT : I should note at that time 82% voted to change convergence but only a few specific methods broke 60% approval.


Detailed descriptions to the T.C.L. proposal are given via link and a TL;DR (if you're too lazy to click on the link that describes T.C.L. in detail). Other then that, the other voting options are pretty self-explanatory... "keep the current system" basically means that you support the current direction that P.G.I. is taking convergence and pin-point damage (ghost heat, ballistic nerfs, etc.). "Propose another solution" is also self-explanatory... if you have a solution that falls outside of the other three options, then that voting option is the most appropriate for you. I wouldn't call that "restrictive."

#22 Ningyo

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Posted 04 June 2014 - 01:34 PM

fair enough, I'll vote the propose another solution, you can use that link to find my thoughts though as I am not ambitious enough to write them out for the tenth time. I do hope PGI does something about the Pinpoint convergence though, and not something horribly convoluted and terrible like ghost heat.

#23 dak irakoz

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Posted 04 June 2014 - 01:42 PM

I don't think recoil should be a thing for a giant futuristic weapons platform...

#24 ReXspec

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Posted 04 June 2014 - 04:13 PM

View Postdak irakoz, on 04 June 2014 - 01:42 PM, said:

I don't think recoil should be a thing for a giant futuristic weapons platform...

Fair enough, but I'm pretty sure the anchoring or recoil compensation systems in a Battletech 'mech are designed to keep the 'mech from being knocked over by the force of it's own guns... not eliminating recoil altogether.

Edited by ReXspec, 04 June 2014 - 04:33 PM.


#25 ReXspec

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Posted 04 June 2014 - 04:17 PM

View PostNingyo, on 04 June 2014 - 01:34 PM, said:

fair enough, I'll vote the propose another solution, you can use that link to find my thoughts though as I am not ambitious enough to write them out for the tenth time. I do hope PGI does something about the Pinpoint convergence though, and not something horribly convoluted and terrible like ghost heat.


Well, you know what they say: "The squeeky wheel gets the grease."

I'll certainly keep trying to push this issue until we get a proper response (at the very least).

Edited by ReXspec, 04 June 2014 - 04:17 PM.


#26 ReXspec

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Posted 11 June 2014 - 06:06 PM

Much needed bump. ALSO!

Gained twenty-five more uncounted votes in game toward recoil, and realistic ballistics and weapon handling (I.E. the third vote option) against the current system that P.G.I. has.

Will update as the votes keep coming!

#27 Livewyr

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Posted 12 June 2014 - 05:02 AM

View PostBigbacon, on 30 May 2014 - 05:36 PM, said:


voted and as much as many of you want this game to the the OMG TT REPLACEMENT SIMULATOR....it will never be.

It works for those who are not hell bent on the above.


It's not about being a TT simulator, it's about negating the absolute meta of "Bring PP/FLD or don't come" in the competitive environment. (Contrary to popular belief, there are competitive players out there who enjoy being on top for multiple reasons, not just a good twitch with an AC/PPC combo.)

View PostReXspec, on 04 June 2014 - 04:17 PM, said:


Well, you know what they say: "The squeeky wheel gets the grease."

I'll certainly keep trying to push this issue until we get a proper response (at the very least).


I agree with your sentiment, but don't get your hopes up. (We've been "squeaking" about ECM for over a year now.)

#28 Cabal668

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Posted 10 July 2014 - 05:13 AM

View Postdak irakoz, on 04 June 2014 - 01:42 PM, said:

I don't think recoil should be a thing for a giant futuristic weapons platform...

If you look at a Tank (Leopard 2 for example) you see it also has recoil even if it weights 65tons. If the recoild wouldn't be absorbed by the recoil absorbing mechanism and the Tank with its Tracks itself you wouldn't hit ****. The barrel would raise and bounce and the shot would go anywhere. So i don't think recoil is negligible.
Back to the topic: I don't think cone of fire is the best way to balance weopons for a simple reason:
If you are good at aiming you get hurt by the system, if you are bad at aiming it won't hurt you much.
For example World of Tanks has this cone of fire, so if you even aim the best you can your sot will be anywhere in the aiming circle. This is ****, because even if you aim at weak spots, the shot will go somewhere by the formula used.

My idea to prevent poptarting and make aiming still worthy is to restrict the fire of high energy weapons. So you can only fire one PPC OR one Gauss but not all together, because of the high energie consumption of these weapons. So Ghost heat would be no problem, also the charge of Gauss is not needed anymore.
The benefit of this is, that a poptart or sniper has to show itself longer to bring the damage to a target. Now a poptad or sniper is visible only < 1 second so you can't even give em damage of one medium laser. If he has to use chainfire he will be out of cover for more than one second to have the same amount of damage dealt and has to lead with the target.

Maybe you should put this idea into the voting, too.

#29 Bobzilla

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Posted 10 July 2014 - 06:12 AM

Make the arm reticle represented by 2 circles spaced slightly apart so as they can't land in one section of a mech at distance, but up close the target appears larger, so both reticles can fit in one section. The distance between should be adjusted so an average sized mech, at 300m will fit both reticles in any given section.

Then do the same for the torso. But make the distance between slightly different than the arm reticles. So even with arm lock, or in the 'resting' position none of the weapon locations line up perfectly.

With this done, at a range beyond 300m (can be adjusted), the weapons in both arms would never hit the same location and the weapons in both torsos would never hit the same location. Now with great skill, the weapons in one arm, and one torso could land in the same location.

Pros:
This means it takes skill to aim a lot of dmg in one spot at range, which is still limited by weapon placement. Which skill should be represented.
Also will add some appeal to pilot lights, as they are small and won't be taking large alphas at range.
Gives an indirect buff to spread and short range weapons.
Takes away some of the risk and adds some reward to brawling.

Cons:
Certain mechs will have excellent hard point locations to line up torso/arm PPFLD weapons like the DS.
Not sure where head weapons should fire, maybe exactly between the torso reticles.

#30 Ancient Demise

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Posted 10 July 2014 - 11:39 AM

I think we should shy away from pinpoint hits while standing still. That might encourage a little too much sniping. I would say at minimum, a 1 meter deviation from center at 500 meters (about a 0.23 degree cone) so that well placed shots will still hit but will probably not all hit the same spot. I am assuming your proposal includes different cones for each weapon fired at the same time.

As far as ghost heat workarounds, I think the core issue of mwo's heat system should be addressed to fix that. Your proposal goes a long way to eliminating the need for ghost heat but with a better heat dissipation system (not to get off topic) the convergence solution would be even better.

#31 CDLord HHGD

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Posted 11 July 2014 - 06:29 AM

Sized hardpoints and make ghost heat a mechanic of total potential damage output and not linked weapons.

#32 Levi Porphyrogenitus

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Posted 11 July 2014 - 11:01 AM

I've said it before and I'll say it again here, the single best fundamental mechanics change PGI can add is dynamic precision reduction.

DPR introduces shot deviation around the point of aim. Accuracy remains perfect, but precision fluctuates. Apply stacking, scaling, dynamic modifiers based on current heat %, current throttle %, and stability state (JJs on/off, on/off the ground, recently received impulse, potentially weapon recoil of some kind, etc.).

This introduces a whole range of choice and decision making to the game, and ultimately real pilot skill should be more about choice than about base reflex. A monkey can have amazing reflexes, but can a monkey time his shot to achieve optimum shot placement based on on-the-fly heat, movement, and stability modifiers?

The individual deviations wouldn't have to be all that major, either, because of the stacking nature of DPR. Plus, the DPR mechanic could supplement or outright replace the Ghost Heat mechanic, while also allowing PGI to revert some nerfs and other mechanical innovations that they've had to do in the past.

#33 ReXspec

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Posted 11 July 2014 - 12:42 PM

View PostCabal668, on 10 July 2014 - 05:13 AM, said:

If you look at a Tank (Leopard 2 for example) you see it also has recoil even if it weights 65tons. If the recoild wouldn't be absorbed by the recoil absorbing mechanism and the Tank with its Tracks itself you wouldn't hit ****. The barrel would raise and bounce and the shot would go anywhere. So i don't think recoil is negligible.
Back to the topic: I don't think cone of fire is the best way to balance weopons for a simple reason:
If you are good at aiming you get hurt by the system, if you are bad at aiming it won't hurt you much.
For example World of Tanks has this cone of fire, so if you even aim the best you can your sot will be anywhere in the aiming circle. This is ****, because even if you aim at weak spots, the shot will go somewhere by the formula used.

My idea to prevent poptarting and make aiming still worthy is to restrict the fire of high energy weapons. So you can only fire one PPC OR one Gauss but not all together, because of the high energie consumption of these weapons. So Ghost heat would be no problem, also the charge of Gauss is not needed anymore.
The benefit of this is, that a poptart or sniper has to show itself longer to bring the damage to a target. Now a poptad or sniper is visible only < 1 second so you can't even give em damage of one medium laser. If he has to use chainfire he will be out of cover for more than one second to have the same amount of damage dealt and has to lead with the target.

Maybe you should put this idea into the voting, too.


That's what the "propose another solution" vote is for. But I do try to mention suggestions worth noting.

As for your suggestion, elimination of cone of fire is not the best idea. All you have to do is up the precision of the cone for "still shots" as opposed to "moving shots" where the cone will most definitely spread. This spread goes up as the speed goes up.

You could also combine crosshair "shake" based on terrain obstruction or movement, or make this additional system stand-alone--and simply make the crosshair move as the 'mech does. Basically, the crosshair would behave in the same way as it would if you were in third person (the crosshair actually moves in accordance to the 'mechs movement and shakes if you hit particularly rough terrain).

View PostLobotomite, on 10 July 2014 - 06:07 AM, said:

Simplified idea: just add a crosshair behaving similar to the ones known from present infantry shooters. Movement/Jumping -> cone of fire. Standing still -> no cone. In addition to simulate the targeting computer it could also have a cone which adjusts over time when your crosshair adjusts the range to the targeted area/mech. Recoil could have a similar effect, widening the cone for splitseconds and mainly affecting rapidfire weapons like UACs. The code should also already be ingame. Look at the random LBX pellets spread.


Good suggestion, but I think it would be easier to simply make the crosshair behave the same way it does in first person as it does in third-person. Again, I'm all for cone-of-fire, but I think they should combine both systems, tbh. Plus, my faith in P.G.I.'s programming skills is not the highest... I think it would be better to start with a baby-step, rather then a full-blown leap into a combined system of both crosshair shake and cone-of-fire.

View PostBobzilla, on 10 July 2014 - 06:12 AM, said:

Make the arm reticle represented by 2 circles spaced slightly apart so as they can't land in one section of a mech at distance, but up close the target appears larger, so both reticles can fit in one section. The distance between should be adjusted so an average sized mech, at 300m will fit both reticles in any given section.

Then do the same for the torso. But make the distance between slightly different than the arm reticles. So even with arm lock, or in the 'resting' position none of the weapon locations line up perfectly.

With this done, at a range beyond 300m (can be adjusted), the weapons in both arms would never hit the same location and the weapons in both torsos would never hit the same location. Now with great skill, the weapons in one arm, and one torso could land in the same location.

Pros:
This means it takes skill to aim a lot of dmg in one spot at range, which is still limited by weapon placement. Which skill should be represented.
Also will add some appeal to pilot lights, as they are small and won't be taking large alphas at range.
Gives an indirect buff to spread and short range weapons.
Takes away some of the risk and adds some reward to brawling.

Cons:
Certain mechs will have excellent hard point locations to line up torso/arm PPFLD weapons like the DS.
Not sure where head weapons should fire, maybe exactly between the torso reticles.


Excellent suggestion. That would make "dual targeting" a thing and add another manuever pilots could try. However, as you said, some 'mech's have better hardpoint alignment then others. Which WOULD pose an advantage for the 'mechs you mentioned. However, for 'mechs such as the Highlander or Victor you also have to remember that their strength is also in their ability to jump-snipe. If you add crosshair shake (or crosshair "wandering") on the way down as well as the way up during a jump, then you've effectively made the jump-sniping maneuver into a high-risk, medium-reward maneuver like it is supposed to be.

View PostAncient Demise, on 10 July 2014 - 11:39 AM, said:

I think we should shy away from pinpoint hits while standing still. That might encourage a little too much sniping. I would say at minimum, a 1 meter deviation from center at 500 meters (about a 0.23 degree cone) so that well placed shots will still hit but will probably not all hit the same spot. I am assuming your proposal includes different cones for each weapon fired at the same time.

As far as ghost heat workarounds, I think the core issue of mwo's heat system should be addressed to fix that. Your proposal goes a long way to eliminating the need for ghost heat but with a better heat dissipation system (not to get off topic) the convergence solution would be even better.


Correct, for the most part.

View PostLevi Porphyrogenitus, on 11 July 2014 - 11:01 AM, said:

I've said it before and I'll say it again here, the single best fundamental mechanics change PGI can add is dynamic precision reduction.

DPR introduces shot deviation around the point of aim. Accuracy remains perfect, but precision fluctuates. Apply stacking, scaling, dynamic modifiers based on current heat %, current throttle %, and stability state (JJs on/off, on/off the ground, recently received impulse, potentially weapon recoil of some kind, etc.).

This introduces a whole range of choice and decision making to the game, and ultimately real pilot skill should be more about choice than about base reflex. A monkey can have amazing reflexes, but can a monkey time his shot to achieve optimum shot placement based on on-the-fly heat, movement, and stability modifiers?

The individual deviations wouldn't have to be all that major, either, because of the stacking nature of DPR. Plus, the DPR mechanic could supplement or outright replace the Ghost Heat mechanic, while also allowing PGI to revert some nerfs and other mechanical innovations that they've had to do in the past.


You're gonna have to explain DPR in fourth grade terms... I lost you after the second paragraph. Sorry, I mean no disrespect. :D

Edited by ReXspec, 11 July 2014 - 12:45 PM.


#34 ReXspec

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Posted 11 July 2014 - 12:56 PM

View Postcdlord, on 11 July 2014 - 06:29 AM, said:

Sized hardpoints and make ghost heat a mechanic of total potential damage output and not linked weapons.


You're going to have to elaborate on that.

#35 Túatha Dé Danann

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Posted 11 July 2014 - 01:14 PM

Sniping is a valid tactic. Brawling is a valid tactic. LRM-spam is a valid tactic. There will always be a meta. The issue is not that there is a meta, but that there should be a balanced one.

So, lets begin with Sniping:
Sniper-Builds are normally in the second or third line, having weapon systems that have a long range and deal quite a punch, but have a low DPS. The realod-time should be visibly longer than for medium or short ranged weapons. Sniping also suggests, that you need a stable weapon-platform in order to snipe. I cannot imagine having a mech flying through the air hitting a target with 3 or 4 weapons pinpoint in one spot. As a mech is in the air, the mech becomes "instable" and thus, weapons do not align anymore. The result is a convergence somewhere at 2 km, leading to a widely spread weapon-fire that almost looks parallel.

Weapons not affected by this mechanic are guided missiles and lasers, as they are guided or do not have a recoil.

I think, everything else is alright in terms of balancing.

#36 bar10jim

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Posted 11 July 2014 - 01:16 PM

How about fixed convergence?

1) Initially, all weapons converge at their "optimal" firing distance
2) Upon unlocking the "Pinpoint" skill in the mech tree, the pilot would gain the ability to set the convergence point for each weapons group. Convergence settings could only be changed in the mech lab or training ground, not in-game.

Edited by bar10jim, 11 July 2014 - 01:20 PM.


#37 Túatha Dé Danann

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Posted 11 July 2014 - 01:39 PM

Nah, you would put a penalty on everything just to get out Sniper-convergence. Again: Sniping is valid. Only Jumpsniping dealing pinpoint in one location is bad. If Jumpsniper would hit different locations, then everything would be alright. And maybe a little lower dps. Thats enough.

#38 Levi Porphyrogenitus

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Posted 11 July 2014 - 03:07 PM

View PostReXspec, on 11 July 2014 - 12:42 PM, said:

You're gonna have to explain DPR in fourth grade terms... I lost you after the second paragraph. Sorry, I mean no disrespect. :D


Okay. Let's say you have a Highlander with 2 JJs, 2 PPCs, and an AC20. Firing at a stand-still from null heat he'd land all his shots exactly where the aim point is (DPR of 0).

Now let's say he was running at half throttle (real-time throttle value was 50%), and was making a high-heat shot at around 80% while poptarting. Like any good poptart he waited until his jets were off and he was in free fall before taking his shot.

50% throttle adds X deviation. 80% heat adds Y deviation. Being off the ground adds Z deviation. His total DPR is X+Y+Z.

Let's assume that, at range 200m, X is 0.5m, Y is 0.8m, and Z is 0.3m. The total radius of deviation is 1.6m. Each of his three shots, assuming they are simultaneous, would deviate by 1.6m around his point of aim. This means his two PPC shots could conceivable hit fully 3.2m apart (1.6m each in opposite directions). With a full 360-degree radius of potential deviation vectors, the odds of maximal spread would be small, but the odds of perfectly grouped fire would also be small.

Now let's say that same Highlander had waited to take his shot until his heat was back to null. He's down to only 0.8m radius of deviation, making the maximum possible distance between hits only 1.6m, fully half what it was when he fired while very hot.

TLDR - Throttle %, Heat %, and Stability State each apply a stacking modifier to your real-time DPR rating. As your DPR goes up your shots deviate around your point of aim by a fixed and predictable value (no hits inside the radius, all are at the edge of the range). As your DPR declines the radius of deviation also tightens up and your shots will hit ever more closely together, culminating at what we have today, namely, perfect precision to go with our perfect accuracy.

I'd even say that low values, such as throttle under 30%, heat under 15%, and Stability State very stable (only light incoming Impulse and/or only moving over rough terrain with very short bits of air time), would result in no DPR at all. Have them kick in only past those minimal levels, and have them scale linearly, to retain as much predictability as possible in the system.

#39 Túatha Dé Danann

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Posted 11 July 2014 - 04:24 PM

View PostLevi Porphyrogenitus, on 11 July 2014 - 03:07 PM, said:


Okay. Let's say you have a Highlander with 2 JJs, 2 PPCs, and an AC20. Firing at a stand-still from null heat he'd land all his shots exactly where the aim point is (DPR of 0).

Now let's say he was running at half throttle (real-time throttle value was 50%), and was making a high-heat shot at around 80% while poptarting. Like any good poptart he waited until his jets were off and he was in free fall before taking his shot.

50% throttle adds X deviation. 80% heat adds Y deviation. Being off the ground adds Z deviation. His total DPR is X+Y+Z.

Let's assume that, at range 200m, X is 0.5m, Y is 0.8m, and Z is 0.3m. The total radius of deviation is 1.6m. Each of his three shots, assuming they are simultaneous, would deviate by 1.6m around his point of aim. This means his two PPC shots could conceivable hit fully 3.2m apart (1.6m each in opposite directions). With a full 360-degree radius of potential deviation vectors, the odds of maximal spread would be small, but the odds of perfectly grouped fire would also be small.

Now let's say that same Highlander had waited to take his shot until his heat was back to null. He's down to only 0.8m radius of deviation, making the maximum possible distance between hits only 1.6m, fully half what it was when he fired while very hot.

TLDR - Throttle %, Heat %, and Stability State each apply a stacking modifier to your real-time DPR rating. As your DPR goes up your shots deviate around your point of aim by a fixed and predictable value (no hits inside the radius, all are at the edge of the range). As your DPR declines the radius of deviation also tightens up and your shots will hit ever more closely together, culminating at what we have today, namely, perfect precision to go with our perfect accuracy.

I'd even say that low values, such as throttle under 30%, heat under 15%, and Stability State very stable (only light incoming Impulse and/or only moving over rough terrain with very short bits of air time), would result in no DPR at all. Have them kick in only past those minimal levels, and have them scale linearly, to retain as much predictability as possible in the system.


I like your idea - but would take out the heat of the system. There are mechs that are born to be hot, like mechs that only have laser-hardpoints. Heat is already a factor that limits your dps and you have to handle it wisely. Adding another layer of complexity on top of that is in my opinion we should avoid. It would also encourage Dual-Gauss builds, which do not suffer from heat at all, while having the same Jumsniping ability as any other Jumpsniper. Other than that, Light mech MUST always run at max speed just to survive. The penalty for being on the ground should be rather low and should be close to non-existent for weapons like lasers, machine-guns and maybe even SRMs, as they spread naturally by default. Remember, that you mechanic affects ALL weapons, so you have to switch your viewpoints to the other sides and still ask yourself, if this is the result you want to have. you may nerf Jumsniping, but you may crippling brawling at the same time - which is something you may not want to do.

#40 Timuroslav

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Posted 12 July 2014 - 05:14 AM

Don't hurt player skill, by damaging weapon convergence. IF you want to make combat last longer, without increasing armor values and Weapon damage; there needs to be another solution.

Your best solution is to incrementally, put cockpit shake back in the game.
No not bullet impact cockpit shake; Mech MOVEMENT Cockpit shake. A lot of these heavier mechs have horrible jumpy bounce trots that would naturally affect their aim. Why should PGI keep making new numbers and codings when all they would have to do is throttle back the pilot's "Shock absorbers"
It should not be at the level that it was first implemented, but it's better than completely changing the Weapon systems.
Players should not be punished for practicing their aim, or having skill with their favored weapon. I do see why targeting computers does piss you off though, but if you look at the tonnage and the slot requirements it's like putting another ppc in that can't fire at times. If you build around a giant targeting computer that can be destroyed and can't fire; you should get something in return. Even if it is just a higher critical hit chance and a marginal weapon range increase.

Edited by Timuroslav, 12 July 2014 - 05:38 AM.






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