Gorgo7, on 06 August 2014 - 02:57 PM, said:
Well, in all fairness to Paul, replying to this thread at this point is kinda like putting your head in the lions mouth!
Simple opinions have ended up being slander fests over this topic. Sorta like over in the module thread.
Nasty passionate.
He'll get the idea.
Whether it's taking a risk, or not, Paul can (and should) at least say he has read the feedback and is taking our suggestions into consideration, rather then leaving us in the dark, and saying nothing.
We're not asking for an explanation of what idea he and his staff are going with (although, that would be ideal, as it would give us a handle on what P.G.I. is thinking in terms of balance and put us on the same page as them), but it would behoove them if they just gave a simple statement like this:
"Me and the rest of staff have read the feedback, and are taking all of these suggestions into consideration. Thank you for contributing your ideas and thoughts on this matter as we know the problems with pin-point damage, and convergence need to be addressed!"
That statement is personable, amicable, and risk-free on the developers part, because it is vague enough to tell the players that no specific idea set in stone for implementation, and would tell the players they are weighing their options. Not to mention it expresses gratitude of the devs part, and lets the players know that they are acutely aware of the problems and solutions that we are putting forward about this issue.
IraqiWalker, on 06 August 2014 - 01:14 PM, said:
Cone of fire is in general a bad idea. It negates the skill of aiming, and removes it from play.
Not necessarily. For sustained fire, ballistic weapons, it would actually make sense. But, considering that there are actually very few sustained fire weapons in the game, a crosshair "jump" from recoil, crosshair "bob" from movement, and slowed convergence would be a better alternative. These elements wouldn't "remove" skill from aiming, if it was fine-tuned enough, it would present another challenge with aiming that players are more then capable of adapting to.
Not to mention it would solve the majority of the issues that we're seeing with high-damage, pinpoint alphas that we're seeing right now. You want to fire a Gauss and PPC at the same time? Fine. But you better slow down/stand still and hold your crosshair on a target for a time to get the maximum accuracy out of that shot. Not to mention the sheer kick from that shot would be pretty huge--and would force pilots to take time to re-set the shot, and re-converge those massive weapon systems on a target.
For firing huge weapon systems like those at close range (about 0 - 320 meters), it would be a similar case, but moving at close range and firing at a target at those ranges would feel more like pilots are firing from the hip, and putting damage all over a target, rather then at a single point.
It would force pilots to compensate for semi-predictable patterns of crosshair "bob" (from movement), crosshair "jumps" (from recoil) and slowed convergence.
So, this proposed re-work would change the dynamics of combat at both close range and long range engagements, and would make ghost-heat effectively obsolete.
Not to mention it would force the devs to back-peddle on some rather poor design choices they made with the weapon systems (such as over-length laser beam times, or Clan UAC firing times). They would need to slightly shorten beam times (for both IS and Clan Lasers), and shorten the Clan AC burst time.
IraqiWalker, on 06 August 2014 - 01:14 PM, said:
Scaling convergence is still a better simply because it was in the game before, and not only does it fit from a common sense perspective, but also makes aiming accurately well rewarded, while making sure that challenging shots, are challenging.
Right now, I fire with pinpoint accuracy in my Commando, while going 170Kph. When moving at that speed, there should be some shake in the machine, the arms shouldn't be 100% stable.
I approve of this part.
Edited by ReXspec, 06 August 2014 - 04:01 PM.