Kay Wolf, on 21 November 2011 - 09:30 AM, said:
Okay, but at what range does that 1 meter of spread start to become more than one meter of spread, at maximum EFFECTIVE range, or at maximum weapon range?
I would personally go with maximum effective range. It seems like that would be most logical.
Infine, on 21 November 2011 - 09:36 AM, said:
What's good in the proposed system if you can just hit an enemy with a single large laser consistently in the same place. How many CT hits with a single large laser does it take for Atlas to go down in tabletop? About 4?
I agree that
random shot dispersal makes little sense for lasers because, well, they're lasers.
However, my OP has
nothing to do with RNG-based shot deviation.
Due to parallel barrels people won't necessarily be able to alphastrike 6 ERLL onto a CT section because of the space between the barrels of the lasers being fired.
If you have two ERLL, one in each side torso, they are mounted in completely fixed parallel barrels, and the space between the barrels is 5 meters, then they will
always hit 5 meters apart when fired simultaneously. That's how parallel non-converging barrels work. And as was discussed in the OP arms can converge to overlap their shot groups.
Conversely, one could just chain fire each individual laser at a CT like you mentioned but they'd have to wait for the arm to make the adjustment so the correctly selected weapon is zeroed to the reticle if it isn't already or, in the case of torso mounted weapons, they'd have to continually adjust their aim on the target as each individual torso weapon would in theory have it's own reticle in it's own HUD location.
All that aside, I feel that one of the biggest steps away from the TT that MWO needs to take is in locational damage. It's simply never made sense that you can shoot an Atlas' "head" (not the cockpit hitbox) and it's crotch and damage the
same location. That's just bananas.
Use the traditional TT sections as "meta-sections" but break them up into as small
independent hit locations as is technologically feasible.
So imagine the CT of an Atlas. Let's say it's listed as having 72 armor hitpoints on it's CT.
Now imagine that we take that center torso and break up into 4-6 sub-sections each with 72 armor hitpoints on them.
Now do that for every single traditional TT mech section.
That is a change that this franchise has been in desperate need of since day one. Due to how hitbox modeling in video games a lot of mechs have been horrendously weakened or insanely boosted due to unfair hitbox modeling. A good example would be the Zeus in Mw4:M.
Using the traditional TT armor sections really screwed over that mech because it's side torsos were so insanely oversized compared to everything else. A lot of mechs have suffered to bad hitbox modelling in the games. It's time to correct this IMO.
And it's perfectly feasible.
World of Tanks features dozens and dozens of completely uniquely armored surfaces on each tank and all of the tanks' modules are internally modeled with their own hitboxes and module hitpoint pools as well.