Heffay, on 26 June 2014 - 01:57 PM, said:
Cone of fire is cone of suck. Just say no.
OPs implementation idea is good. I'd like to see that too, although convergence for torso mounted weapons should be fixed (although adjustable by the player) so there is a convergence point.
I disagree on the CoF, it can be implemented well. Games like Counter Strike have done a decent job of balance between spread and pin point shots. You have to learn fire control, and halt movement to get the tightest spread possible, but there are weapons that it's better to move and shoot as well because their rate of fire and high ammo capacity(or here no ammo) make risking a miss not a huge deal because you're firing 4 or 5 at once. Everything should affect the CoF, and the possible spread should be indicated by the size of the HUD circle(shots are assumed to be aimed to the center point and the widest possible spread at that moment is represented by the circle). You would get a HUD circle based on the currently selected weapons group, or a multitude of circles as you cycle through the numbers with the arrow keys. Different weapons would have different spreads, so weapons like the pulse lasers could really be pinpoint within max range, and while not moving. Movement might cause the circle to spread apart, but sitting still for a few seconds returns it to a narrow or no spread.
Weapons like the AC2, AC5, and Gauss could get a much wider CoF when being fired under a certain range, but narrow down to a point at max range. Conversely, pulse lasers might narrow down to a point at half range. Movement might affect the spread of the AC2/AC5/Gauss quite a bit, so to get those snipe shots you have to sit still, but perhaps for the pulse lasers it barely touches the spread at half range, making them deadly in tight fights. Lasers could fill a middle ground Tighten to a point when still, but on the move spread moderately. AC 10/20/LBX10 should also only converge to a point at specific, probably short/medium ranges. Every weapon system could be tuned to provide a serious strength and weakness at various ranges. Gauss becomes a long range monster, but only okay at medium range, and bad up close. AC10's might be great at medium ranges, and pulse lasers the king of tight fights. Weapons that have serious advantages like FLD could be tuned with a slightly larger CoF, or a narrower range band where they tighten to a pinpoint.
Time to convergence could be affected by weapon size and placement. Arm mounted small and medium weapons might converge instantly, while arm mounted large and huge weapons might take 0.5 to 1.0 seconds. Torso mounted small weapons might take 0.5, medium 1.0, large 1.5, and huge weapons 2.0 seconds of sitting still.... UNLESS your mech is designed to hold the weapon... so the AC20 would be a huge weapon... the Hunchback 4G might get a quirk that treats it like a medium or even small weapon for convergence time... the whole mech is built around the weapon after all.
In short if the CoF is predictable, visually represented, and can be overcome in most situations through risk/reward in game play and how you build your mech (encourage mixed loadouts to cover a variety of ranges) it's not a bad thing. If you can physically see that you have a chance to miss (enemy is smaller than CoF) you can choose not to fire or to stand still to get a better shot. Convergence shouldn't be impossible, but should be difficult in most situations.
It would also give targeting computers a REAL job(narrowing the affect of movement spread and generally tightening the CoF of weapons outside their normal range bands), one that players would actually spend tonnage and slots to receive.
All that being said the ideas you suggest are also great, and stuff I and many others have been saying since closed beta... as you know.
This topic is so old, worn, and tired, because it's been needed for two years.
Edited by Prezimonto, 27 June 2014 - 04:43 AM.