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Jump Sniping - Accuracy Reduction Idea


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#1 Shae Starfyre

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Posted 04 July 2014 - 07:36 PM

Greetings,

With the induction of the Clan Targeting Computers simulating increased accuracy for weapons by giving them range increases and introducing Fall Damage Scaling, what if something similiar was done with Jump Jets?

The idea is that based on the type of Jump Jet or the Number of Jump Jets, the Height you Obtain, will scale a reduction in accuracy by decreasing range and damage.

This will not affect Jump Brawlers as much as they do not need to achieve as greater a height for brawling, and it will allow for brawlers to get closer to the jump snipers as they have to engage at a closer range for more affect.

The mechanics are already in place; they would just need to add them to Jump Jets.

This would favor ground sniping and Jump Brawling over Jump Sniping (but not completely eliminate the jump sniping).

I am not a numbers man, so, I leave that to the experts.

Of course, with adding a Clan Targeting Computer to a Timber Wolf Jump Sniper, and having enough Jump Jets, they might cancel each other out, but the added tonnage of the Targeting Computer would limit the overall damage; so it's more appropriate.

This seems a simple idea than having to come up with complicated features such as cone of fire, extra shake, etc.

Edited by Aphoticus, 04 July 2014 - 07:37 PM.


#2 Vodage

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Posted 05 July 2014 - 08:33 AM

A neat idea as a balancing mechanic, though it doesn't make any logical sense other than that.
A jumpsniper fires during freefall, and a freefall couldn't possibly affect weapons fire unless we introduced Velocity Inheritance [see: Tribes]

Edited by Vodage, 05 July 2014 - 08:33 AM.


#3 Shae Starfyre

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Posted 05 July 2014 - 09:02 AM

View PostVodage, on 05 July 2014 - 08:33 AM, said:

A neat idea as a balancing mechanic, though it doesn't make any logical sense other than that.
A jumpsniper fires during freefall, and a freefall couldn't possibly affect weapons fire unless we introduced Velocity Inheritance [see: Tribes]


That may be true, but in the same reference, the bonuses on the Targeting Computer do not make that much sense either.

What if using Jump Jets, even in free fall, have to vent slightly to work in conjunction with gyro's and other stablizers to ensure mechs just don't fall over (they do not have the best center of gravity).

So, in the same regards as the Targeting Computer, there is a little mechanics going on that serves the reverse purpose when using Jump Jets.

It's just theory crafting like they did with the Targeting Computers "A jumpsniper fires during freefall, and a freefall couldn't possibly affect weapons fire unless we introduced Velocity Inheritance" This could be the inferred reasoning behind it amongst other possible "roleplay' references (whatever the reasons were in TT to have negative modifiers for shooting while airborne).

It really just boils down to a sci-fi excuse for the "nerf" of it all.

Edited by Aphoticus, 05 July 2014 - 09:24 AM.


#4 Levi Porphyrogenitus

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Posted 05 July 2014 - 10:36 AM

What we need is dynamic precision reduction, scaling with heat %, throttle %, and stability state.

Running hot? Your weapons fire deviates around your aim point by a scaling amount based on just what % of your heat capacity you are at when you fire.

Running fast? Your weapons fire deviates around your aim point by a scaling amount based on just what % your throttle is at for real (not setting, but real throttle %) at the time when you fire.

Jumping? Your weapons fire deviates around your aim point by a scaling amount based on if your JJs are on (more) or off (less), or if you are on the ground (none) or in the air (some), or if you are under fire (lots of received impulse? more) or not (no received impulse, no deviation).

Bam. Many of the balance issues and time to kill problems of MWO reduced or eliminated.





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