Remove Weapon Convergence
#1
Posted 26 June 2014 - 12:29 PM
#2
Posted 26 June 2014 - 12:32 PM
#3
Posted 26 June 2014 - 12:37 PM
#4
Posted 26 June 2014 - 12:40 PM
#5
Posted 26 June 2014 - 12:49 PM
#6
Posted 26 June 2014 - 01:11 PM
#9
Posted 26 June 2014 - 01:45 PM
#11
Posted 26 June 2014 - 01:55 PM
#12
Posted 26 June 2014 - 01:57 PM
It wouldnt let me spell bandaids
#13
Posted 26 June 2014 - 01:57 PM
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.
#15
Posted 26 June 2014 - 02:06 PM
Sug, on 26 June 2014 - 01:55 PM, said:
You are wrong sir. I am a Timmy, and I fully support CoF. Firing 4 weapons and hitting a dinner plate with a basic Targeting computer should not happen.
#16
Posted 26 June 2014 - 02:12 PM
Not really sure what could be done about over and under mounts like the Protector's or Shadow Hawk's ballistics.
#17
Posted 26 June 2014 - 02:15 PM
I also believe spreading convergence would promote roles within a fighting unit, with support LRM boats busting up targets before brawlers close in to be more accurate with their weapons, and marksmen mechs having to be more methodical because they can't put all sixty alpha on one spot without high skill levels. The downside being FLD weapons would be even more favored over others as they have the best TTK. I dunno, again just 2 silly cents.
#18
Posted 26 June 2014 - 02:16 PM
The only place that convergence modification really ought to have is in minimum. If AC2s, GRs, etc., could only converge at their minimum range and no closer, then the game would be in a much better place with regard to short- v long-range guns.
As for more general group fire dispersion, which I assume is your goal with reviving this defunct idea, the far better solution is to implement some kind of dynamic precision reduction. As your mech's heat % climbs, as its actual throttle % goes up, and as its stability state goes down, precision reduction should be dynamically applied to all shots from your mech. This leaves accuracy as effectively perfect, while forcing players to make decisions about when or if to take shots at certain times. Running hot and running fast? Your shots will have moderate DPR and will thus deviate around your aim point, perhaps hitting a different component, or perhaps even missing altogether depending on circumstances. Should you take the shot, or should you slow down and cool off first to guarantee that your shots hit that particular weak point?
#19
Posted 26 June 2014 - 02:33 PM
Koniving, on 08 June 2014 - 11:14 PM, said:
Reading the past couple of pages I see everyone has you pretty busy. I wasn't going to say anything, but apparently you would be better suited to talk to about this than mostly anyone. Since you're already looking into the crosshair anyway...
I've had a super simple solution to concentrated damage being too high and too perfectly focused. "Head bob" is what it's simply called. I'm sure you know what I'm talking about. In MWO the player's head never bobs. Some would complain of nausea or some other excuse to preserve their perfect point and click adventure.
Anyway to wrap this up quickly, in first person the aim is drawn from the pilot's head (not the camera but the head) or so the assumption goes. That or the body; I'm assuming the head. In third person there is a different point of reference, the cockpit. This is not in the same place as I am well aware. But in third person, the aim moves with the mech. If the mech is prone to hobble left and right, the aim will hobble left and right. If the mech bounces, the aim will bounce. If the mech jerks from
This is already in the game in the third person perspective, but it'd be amazing if also applied in first person.
This would go a long way toward an alternative to delayed convergence that is 100% pinpoint, but not 100% "perfect." In a way it'd act similar to the "to hit" modifiers of tabletop for stationary shooting, walking while shooting, running while shooting and jump-jetting while shooting.
Two vids. Long one demonstrates it with several mechs and many ranges. During the Banshee I score multiple headshots through "timing" my shots with a full charge bounce. Short one is very simple, demonstrates it with a Jager at basically one range.
Long version.
Short version (for the time-constrained).
I believe almost every result of this concept would be beneficial to gameplay. Higher skill quotient for perfect shots while moving. Perfect hits rely heavily on 'timing' in a way that cannot be realistically achieved by a macro. Players slowing down for more 'guaranteed to hit' shots for those not so good with their 'gunnery' skill (lol). Mech crosshair movement patterns would be based on their animations, making them feel more unique.
(Edit: "Behind" in place of "being"....amazing what typos come up at 3:14 AM.)
And in the face of nay-sayers, some support from a random person who tested it for him/herself.
Further info on this.
But what about motion sickness?
Honestly that mech bounces a lot more, the edges of the cockpit bounces a lot more...
And if properly done, this idea would look like this from the second stage MW5 concept trailer.
Reticule stays centered, the cockpit stays centered, but the entire mech to include the entire player to include your view moves with each step so the "world" appears to move instead of your crosshair.
Since that'd require a bit of work, a slightly bouncing crosshair is just as acceptable to me.
On a side note: Notice the visual effect on the word "PPC" on the left and right sides, as well as the charge up sound. ZrreeeeYIP, Fwoosh! That my friends is a lore proper PPC. Charge up and fire, the reasoning for the 90 meters minimum range isn't a weak gun that can't hurt but the difficulty of hitting something that close to you when dealing with a charge up mechanic. Turning off the field inhibitor significantly reduces the charge up time at the risk of the weapon blowing up in your face. ER PPCs on the other hand have significantly less (to almost no) charge up, thus warranting the extra heat despite the lack of a damage gain. But this is another topic.
And...
"You are ignoring the fact that we already have terrain affecting aim in the game, Koniving."
"He's asking for a reticule bounce that moves with the mech."
"So everything behave like tanks and you have to stop to get an accurate shot? Beep that, what about those magnificent gyros?" (In other words akin to tabletop's difficulty to hit based on movement. Still = very likely to hit. Walking, reduced chance, running, significantly reduced chance, and jumping nearly impossible to hit. Reflected in how the crosshair moves and still amazingly pinpoint but requiring a time-based skill that can't be cheated with a macro.)
Edited by Koniving, 26 June 2014 - 02:40 PM.
#20
Posted 26 June 2014 - 02:34 PM
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