stjobe, on 01 June 2014 - 12:08 PM, said:
For example, the galaxy is on the tail end of roughly 300 years of rather harsh interstellar war that has made a lot of high-tech weaponry and control systems lost tech (or "lostech", as it is known). The very 'mechs that we pilot can only be made in automated factories - the knowledge on how to construct them has been lost. Same with their components, which is where the old BattleTech saying "kill the meat, save the metal" comes from. A highly trained MechWarrior is a valuable asset for sure, but pales to insignificance in comparison to his or her 'mech.
Yes and no. As I said, even in the depth of the succession wars blight, the 'mechs were capable of hitting targets out onto the horizon, with run of the mill hardware and somewhat shoddy maintenance. It just takes a good, patient pilot to do it.
The
fact that 'mechs in the BT lore can't get all of their weapons to reliably and repeatably all hit the same armor panel is simply one of the presumed constants of the BT lore. I do not think that even morgan kell using the universe-breaking "ghost mech" skill was allowed to break this constant.
This is why the 'mechs could survive (in capable hands) with such relatively low armor levels versus so much damage. It's just the way the lore (and the TT) was/is balanced for damage.
So it's not really a 'tech level thing. It's just a part of the way the lore is.
However, using a
single direct fire weapon, a very skilled pilot *can* "pick their part," even at very long ranges; even past the rated battlefield distance for a weapon.
I suspect some chunks of what you're relating have been retconned out. Yes, the Succession Wars were vicious and did smash society and tech down badly, just not as much as it used to be related. As the lore has grown and the continuity has expanded things have changed a little bit, simply to assure continuity.
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As for perfect aim; according to lore, the battlefield is inundated with all kinds of counter- and counter-countermeasures to the point where the antiquated lostech sensor and guidance system has to struggle to keep up; this is the in-universe explanation to both the random to-hit roll and the short ranges that a board game designed to be played on a kitchen table necessitated.
In this you are absolutely right. Even in the farthest flung future parts of the timeline, the most advanced targeting can not produce perfect convergence reliably. Battlefields in the BT lore are overstuffed with counter-measures of nearly every sort.
I even suspect that 'mechs themselves are programmed to attempt to avoid incoming fire (much as they will twist and move limbs to avoid trees when running through a forest); this may be one of the reasons why a target has to be actually *immobile* before you can get the far-higher concentration of weapons fire under the reticule. When you light up a 'mech with active targeting (necessary for concentrating weapons fire) ... that's a huge clue to MOVE!
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Thank PGI for that. Because they chose (or simply were not competent enough to do otherwise) to implement perfect accuracy, instant convergence, and front-loaded damage, they also broke the whole armour system; the BattleTech armour system is designed for spread-out damage (in TT with random hit location rolls) and it simply breaks when you can duct-tape several weapon systems together and have them all hit the same spot.
I think this was because of a simple honest mistake - not realizing that the hit location tables aren't there only to represent the pilot's gunnery skill. I suspect this was compounded by people at the time @ pgi not realizing how a bell-curved table (weighted heavily under the reticule) could give rise to really fun and compelling gameplay, instead of all weapons of same velocity fired at the same time hitting the same point gameplay.
Now, PGI is well and truly monetarily "into it." They have their livelihoods into this basket, and even if they decided they wanted to add the 'mech's part of the combat, the bean-counters
... who are useful toadstools but should be kept strictly to counting beans, not deciding what to do with them... would not let them make the change. (For a decent article about the problem with bean-counters running things:
http://www.wired.com...now-everything/ )
... so, anyways, I don't thing PGI would be
allowed to take a mulligan here. At this point, the hope is that someone comes along who doesn't have their hands shackled to put the 'mech part of the combat into the game.
Zervziel, on 01 June 2014 - 12:50 PM, said:
I can understand people's stances on PPD, but I really loathe the idea of RGN ideas like cone of fire. it screws over everyone equally, the meta-tards and the people playing the game straight.
Cof isn't a good idea, even if it'd be a slight step up if done perfectly. As it is, we know in black and white math the ability of a 'mech to get it's weapon fire concentrated under the reticule. We know it well enough that we could do more of the same math to cover other situations that the tt doesn't handle - well enough to easily convert it to realtime.
All that it is is a bell-curved graph, with most hits concentrating heavily under the reticule. The best part is that player choices can get onto better graphs that concentrate the fire even more heavily under the reticule; all without calculating a cone of any type. No "I shot for the toe and blasted his hat off."
Gallowglas, on 01 June 2014 - 01:04 PM, said:
Generic, always-active cones of fire would be horrible. Not just "gosh that's bad" horrible, but full-on "look, I'm playing a FPS with oven mitts!" horrible. One way to absolutely ensure a huge segment of your player base never plays again is to take away opportunities for skilled shots in favor of randomness.
Yep. Cones would stink to high heaven.
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That said, I'd be in favor of a mechanic wherein a cone of fire or reticle shake existed while on the move, being hit, jumping, etc. Heck, I'd be fine with having a cone of fire that gradually reduces the longer your reticle is on a single target. You'd have to be really careful with any of these solutions though or they could make light mechs completely obsolete.
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All that said, unless you impose some really obtuse randomness, you're still going to have pinpoint damage, even if it's more rare.
This already exists. The above math is set into an "IF" "THAN" set of rules. "If player's 'mech is running when player fires" "Than chance to miss goes higher," that sort of thing. This would allow the 'mech's part of the aiming to be put into the game, while still being player-controllable.
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In the lore and the tt, the reliable, repeatable pinpoint comes only when firing a single weapon and at the hands of a skilled pilot; and it takes appropriate sacrifices to get to this ability. This skill, of course, has a very high reward for the high cost of attaining and using it.
There are also lesser varying degrees of lesser possible concentration of fire, given specific circumstances, player choices, and sacrifices.