Roadbeer, on 06 October 2014 - 07:57 AM, said:
So, while enjoying my coffee during my morning constitutional, I whipped up a simple convergence system, that I don't believe would require a lot of work to code.
...[edited for space]...
3. Add in speed modifier, say .02 seconds/100 meters over 30 KPH
Just putting it out there.
Oh, and look, you can add in a new Mech Adjustment like ARTEMIS called "Improved Gimbals" that add a modifier to convergence speed and increase the cost/weight/slot of "Improved Gimbals" weapons.
Roadbeer, on 06 October 2014 - 09:54 AM, said:
% of max speed?
% of ?
I see where you're going, just curious about what would trigger the targeting computers to start to loose effectiveness.
Indirectly make it tied to speed by having it directly tied to throttle percentage. No worry about scaling for speeds based on currently installed engine or speed tweak, only to the throttle scale. It would be as if the power draw from the throttle level for movement is impeding the power requirement for converging the weapon systems. Think about the lights in your house momentarily dimming when your air conditioner or refrigerator compressor kicks in.
(Ahem, everyone take your time reading this, it's a lot to soak in):
CoF = CEP =/= "wild spray 360 everywhere RNG"
http://en.wikipedia...._error_probable
To whom it may concern:
Trained snipers are more than capable of making up for the inherent ballistic imprecision that still exists in their high spec, tight tolerance, high accuracy, high precision firearms. Even "non-snipers" are capable of making accurate shots on target with practice. If you are really in possession of "elite aiming mad-skillz" then you too can overcome the known and quantifiable precision deviation of any weapons system. Yes, all weapons have imprecision, some just less so than others. It is dependent upon too many factors to eliminate completely, but with training and experience it may be calculated and accounted for and overcome to make incredible shots. Just so long as you understand the difference between qualitative error and quantitative error. One you "feel" and "think it's not right", the other one you can measure and statistically prove and thus mathematically account for. In any case, not everyone, sniper or otherwise, is Carlos Hathcock.
Also, I believe someone made a silly remark about lack of guidance of missiles is what makes that weapon spread. Last I checked, AC rounds don't have guidance systems on them and are ballistic once they exit the muzzle, and therefore unable to adjust their flight trajectory. What phenomenon
do exist then to reduce the spread deviations of an AC shell?
(Don't reply to that right away, think on it for a bit and maybe read a physics book.)
(Don't worry, I have more)
As far as the "pinpoint damage is only a phantom problem of bads and noobs that can't torso twist", the ONLY way to soften a 100 point alpha is by NOT BEING HIT BY ANY OF IT AT ALL. This leads to the other prevalent issue in the game of no one wanting to engage because they're afraid to scuff their paint. (we've all seen the lone assault mech still alive at the end of a match with pristine armor...) Whether you twist in time to not get cored is moot if it takes off your full armored, full health arm in one blast, like some of you say arms are there for (guess you don't use arm weapons, ever?). Guess next shot you'll twist and lose your other arm, then what, somehow use your leg to block the next 100 point alpha? How about saving us all the trouble and use your face to block it instead.
Sure, torso twisting and arm shielding is great and is a trick many long time players of this game agree is what you should be doing. You should also realize the meta has changed since that tactic was first employed. "Proper" twisting in my Centurion with max armored left arm these days just lets the enemy pad their damage for a few more seconds before I die from massive enemy focused alpha damage that usually results in my left leg and left torso blowing off the same time as my CT melts as I'm frantically trying to twist my right side into the instant shot to (lol) spread the damage. I'm just as survivable running an XL as a STD due to how fast all the damage transfers through my instantly vaporized arm into my side torso (usually destroying my weapons in that process) and overflowing into my legs and CT when my LT gives way on the next salvo. Most of the time though, I'm just instantly cored out, front or rear, with my armor all pretty on all the rest of my mech (if I could only move unused armor points from the arms to my CT, or if FF actually boosted your max armor, instead of its pitiful tonnage "bonus")
If you are in anything less than a full armored assault mech, the damage transfer into the next component will be more than an irritating itch. In a medium or light, or anything with an XL it will be just as fatal to twist and take a 100 point only to the arm as it will be to take it to the center or either side torso while running away trying to dodge. Let's discard the hyperbole of FLPPA all hitting the same pixel, cause the only thing that matters is 50, 75, 100 points of near instant damage hitting the same
component. At the end of the day, the only way you will ensure surviving massive front-loaded pin-point alphas is by completely dodging them. It's not even a matter of being "too scared to scratch your mech" it's simply a matter of people want to play longer than the first time they get shot.
(Watch out, here's where I get rolling)
This means, from the high-damage alpha firing mech perspective, appropriately balanced TTK pretty much has to result in more than 50% of their shots missing. And I don't mean your individual experience, which could be a statistical outlier just as easily as the mean or median, I mean the statistical average across the WHOLE PLAYER BASE OF USERS. How is that better than alternative ideas that have been presented? You have already stated you don't want your "aiming skillz" to be negated by a "hit or miss" mechanic, yet the only way under the current system the game balances itself is when people run lights with their messed up hit-boxes everyone complains about so they can spoof the game into not being hit ever. The reasons the light queue doesn't run 50% to take advantage of that is because everyone wants to have enough weapons to alpha with to remove components with every shot, and because lights especially have to play the dodge or dead game to a lower threshold of alpha strike. It's like flipping a coin to decide if you survive a match or not.
Let's not forget, there are more people out there playing than just you and your "mad skillz". One mans "elite" gaming experience tends to be balanced by at least one man's terrible experience that does in fact lead to them uninstalling. GGCLOSE. Who you gonna kill to pad your stats if all us bads and noobs leave? Let's try to drop the "holier than everyone not myself" act and "L2P" bullcrap that ignores the learning curve of this game and remember this game needs to be balanced across all levels of skill, not just the elitist snobs, tryhards, and competitives.
I know, I know, it's not all as bad as I make it out to be. It's really not as bad as either side makes it out to be, or there would be no one still playing. And, no matter what anyone thinks, at the end of the day, this game will live or die based on it's communities desired involvement and ideas for improvement as well as its devs willingness to listen to and respect that community while being able to filter and not cater to the outright "nerf everything cause it just killed me" QQ whiners. If you don't believe me, just go ask someone about the difference between the FF11 and FF14 development teams and WoW.
(I'm spent, hope you all actually read and enjoyed this and didn't just skip down here to the end)
/salute
~end transmission~
Edited by jarien13, 07 October 2014 - 01:30 AM.