Good effort- I wish there were a way to truly solve it.. but PGI had found the best way back in CBT (transient convergence, the whole reason we had the Pinpoint efficiency in the skill tree)
KuroNyra, on 03 October 2014 - 01:04 PM, said:
A solution I propose is to create a system like of Cone of Fire with a reajustement system.
You are off to a rough start here.
Cone is a
four letter word. (Bad word)
KuroNyra, on 03 October 2014 - 01:04 PM, said:
For example, let’s take a Timber Wolf with 4 medium laser on the Arms and 2 pulse laser on both side torso.
Let’s say that the TBW is facing an Awesome and fire at him on the move. What could happen? Both arm are moving but are not both synced and have some shift between them. Let’s say I was targeting the CT of the AWS during the move, the time needed to the arm to make the move make them shifting and one arm pass throught my visor a bit before readjusting it, the other did the same and they after a few second completely readjust. But, they are not both exactly on the the visor and they shift at every move.
A bit different for the Torso-Mounted weapon, they haven’t that kind of problem, but are not synced too and will hit at two different locations.
They had something like this (only it did not take nearly that long, and it was for ONE location)
KuroNyra, on 03 October 2014 - 01:04 PM, said:
Same example, I attack the AWS. My pulse laser both hit the center torso but not at the exact same spot like it’s currently the case.
How does that work for an awesome that is 200 meters away, versus an awesome that is 900 meters away?
Hitting the 200m awesome's Torso in different places would require quite a variation/deviation... that same deviation at 900 meters would mean you shot several meters away from the awesome with at least one weapon.
How would your weapons know what distance to account for? (Especially since it will change rapidly.)
KuroNyra, on 03 October 2014 - 01:04 PM, said:
Also, when you are firing with basilistic, you also shake a bit (not too much to avoid the LRM syndrome, but the bigger the weapon is, the bigger the effect can feel) and your weapon will be starting to spread more the fire. Not Shotgun style, but it won’t hit the exact same location every time.
No big change for the Missile, they actually work pretty well I think.
I do like the recoil idea. (it has been mentioned before, but it needs some love.)
KuroNyra, on 03 October 2014 - 01:04 PM, said:
That system could avoid the pinpoint damage problem, affecting both IS and Clan Mech.
I’m looking forward to discuss that with you guy’s.
Recoil- good.
CoF- very very bad.