Jakob Knight, on 01 August 2014 - 01:19 PM, said:
Except for the one glaring fact that so many players in this thread seem to either forget or simply never understood.
This isn't Counterstrike.
This is Mechwarrior.
This game isn't about infantryman combat. It's about armored vehicle combat. An infantryman trying to shoot on the move is hampered by his/her movement because the weapon and the movement system are an integrated whole not meant to operate in the way they are trying to act. By comparison, even modern armored vehicles feature computer-aided targeting systems and gyro stabilization systems that make firing on the move pretty much as accurate as standing still, and ensure that where the shot is aimed is where the round hits.
To say that an armored vehicle with advanced computer-controlled, gyro-stabilized fire control systems would not be able to hit a target under the crosshairs because of some randomized 'jump' without any cause other than normal operational conditions is rather far-fetched. It smacks of going even further from a simulator into a console game.
So, wait, you feel that we should be extending modern technology to Battletech, and as such... why am I moving crosshairs to aim? I should be able to select a target location and let the TC do the job for me, no?
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No, cone-of-fire is just an excuse for those who see this only as a video game where the computer has to generate challenge, rather than a simulation where it is the actions of the pilots which determine challenge and outcome. Adding cone-of-fire would simply be rendering the arguments that artillery shouldn't be capable of destroying mechs by random hit location invalid (and, in fact, advocating the inclusion into MWO of random-chance for an instant kill on any target, which was also part of the same TT rules set people looking for random damage location seem to forget), as well as the impression that pilots with good aim should see no more benefit than those with bad.
For these reasons, especially the idea that the outcome of a battle be taken out of the hands of the players and put to random chance, I oppose any addition of randomness such as a cone-of-fire aim effect to normal combat systems in what is supposed to be a simulation game.
As a final note, I will say that the reason Battletech featured a random hit location was because it was a game about tactics and strategy, not piloting a battlemech. The decisions and actions of the players were all about position, weapons employment, and achieving objectives. Mechwarrior, by contrast, is about actually piloting the battlemechs through a combat situation to achieve objectives. It is the difference between a General in the command post deciding how and when to move the assets under his command to achieve victory, and the Pilot in the cockpit actually trying to do the work of fighting. Randomness in the job of the General was put in to simulate the fact that the actual pilots under their command weren't robots and would choose how to strike an enemy different from the commander back in the HQ building because -they- were the ones trying to defeat the enemy in the middle of a firefight.
Thus it is that calling for random damage in MWO simply doesn't hold water except as a call that pilots should not be responsible for the outcomes of their actions, in effect making MWO an arcade game.
Ok, first, please read this carefully: Reticule bloom and increasing CoF
IS NOT A CALL FOR RANDOM DAMAGE. It's 100% up to the player whether he suffers
any CoF at all, from moment to moment. You only suffer CoF if you're pushing your machine to it's very limits.
If not, you have 100% pinpoint accuracy.
Now, as to your later point regarding Battletech and randomized damage.
You'd have a great argument there, if not for the fact that all the damage and armor values of this game have been taken from Tabletop, which was designed around randomized damage. Now, we're not asking for randomized damage all the time, but only in more extreme circumstances, because high amounts of pinpoint damage
break this game. You may not feel that that's the case, but these discussions keep happening because the majority of the players
and the developers think it does.
The whole game system we have is designed around NOT having mechs flying through the air dropping massive pinpoint strikes with ease. And yes, it's with ease: It takes very little "skill" to be accurate at clicking on a mech, despite what people want to believe - turn down your mouse sensitivity and it's trivial.
This isn't about realism, nor is it about being a console game or a sim, it's about game design. The alternative to pulling back on pinpoint a bit is an endless succession of moronic broken mechanics to keep breaking problem builds, and nobody wants that. Long term, that's way worse for the game.
The expanding CoF concept (or other, similar concepts like Li Song's great recoil system or sandpit's convergence modifications or countless other ideas) is a way to preserve TTK, all while
giving players the option to have 100% accuracy if they want, or be able to sacrifice accuracy in return for other things.
This added player choice improves the skill cap in the game, makes it more interesting to play. You're adding difficult decisions, and hard decisions while playing make for great gameplay.