Dino Might, on 08 April 2015 - 08:07 AM, said:
I'm not trying to be mean or caustic in this response. Truthfully, you are responding with nonsense born of ignorance.
No Dino, I am responding from an annoyance of having had this same damn argument ~150 times prior over the past 4 years, each with, at its core, the person on pro-COF just not wanting to be hit in his cockpit while standing still, or moving in a straight line, out in the open.
If you're picking up any 'ire' in my tone, it's from a, "Oh goddamn, not THIS **** again!" frame of mind.
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Please look up some math, figure out how trigonometry works, and then talk to me about aiming. Firstly, a tiny angular delta between true and perceived position can result in a miss by meters at 1km range. I'm not advocating that RNG determines a uniformly random hit location.
Goddamn how f'ing pretentious do you have to be? Any moron can buy a deer rifle, practice for a few months, climb a clock tower and start one shotting the unsuspecting public at a few hundred meters WITHOUT bring tables of trigonometry, and a slide rule up with him.
Pretty goddamned sure that in the army they don't give you a math test before handing you a rifle, call me crazy, but I'm somewhat certain that for most recruiters the requirement of "must be breathing" is the most important one they factor in...
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The way it works: You aim at the CT (let's assume dead center of the CT). You have 4m up or down that the shot could go and still hit the CT, but 2m to the right or left where it could still hit the CT.
Now, you are stationary, low heat, not swinging your torso/arms rapidly and taking a snap shot, so your standard deviation for the cone of fire is approximately 0.3 meters. That means that ~67% of your shots will impact within 0.3 meters of the aiming point, 95% will impact within 0.6 meters, and 99% will impact within 1 meter.
You're applying crap that does not matter. A laser travels in a straight line unless deviated via reflection or refraction (we'll ignore the video game's lack of application of the law of inverse squares, because, it's a video game), and with ballistics as far as I can tell, PGI doesn't factor gravity as a pull on the round, also considering the weight and velocity of most of these ballistic rounds, there isn't enough gravity, or atmosphere to deviate the round much at all, so having these items travel in straight lines isn't that much out of whack with expectations either. After all, the 30kph breeze pushing on a .25metric ton ballistic round traveling upwards 1000+ meters per second on a distance of ~2100 meters, AIN'T MUCH.
Of course, now when you're talking in game MG's, CoF already implemented, not even moot to this discussion, but we can assume the unrealistic short range given the MG is an attempt to factor in the light weight ammo being flung...
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Now, you are at the end of a jump, hitting the ground, swinging your arms up and taking a snap shot, while at 80% heat threshhold. Your standard deviation at the given range is 10 meters. ~67% of your shots will impact within 10 meters, ~95% will impact within 20 meters, and 99% will impact within 30 meters. That means you have a chance to miss the target completely, or hit a different component, all because you chose to shoot under a different set of circumstances based on your piloting choices.
Except that with lasers where you fire the beam in that arm swing is where the beam goes. If you pull the trigger when your reticule is on the target, and if your arms have tracked to your reticule, which the assumption is they always do, then the beam goes where aimed, same for the ballistic round, unless of course, you're saying we should 'curve' our bullets?
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Run this scenario 100 times. The law of averages will guarantee that you CT core the guy much more often in case 1 than case 2. So many more times, in fact, that it has less "randomness" than the "hit-reg" problems people complain about so often, which are suspected to be caused in part by massed pinpoint fire.
Except that we've taken the human component out of physically moving the weapon, that's all driven by computer driven precision machined components so that all the pilot has to do is decide WHAT to fire at and WHEN.
So a law of averages never factors into it.
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The better mechwarrior will manage his piloting to get within a particular range for his given movement, heat, and other effects to give the necessary accuracy to hit what he wants. That's skill.
The better MechWarrior is already doing that, so I'm not sure what you're buying by tossing in an RNG.
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If you don't understand how this works:
https://www.mathsisf...ution-large.gif
Then I guess I'm not going to convince you of anything.
The RNG is something that models what occurs naturally, that there will be normal variation. If you can come up with a deterministic approach that does things better, then by all means, let's hear it.
Again, what you're really angry at is the morons building laser/PPC/ballistic vomit builds alpha'ing upwards of 4 times, and not suffering ANY consequences.
Should PGI implement something like:

You'd get what you want, people playing their builds appropriate to circumstances, implementation of consequences for alpha'ing too often that directly results in a decreased ability to pin point aim.
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But I can tell you this - we model radioactive decay with random elements, and you know that the most accurate clock in the world is an atomic clock, right? The clock isn't "lucky" all the time.
I'm not even going to touch that red herring... It's stupid, spurious, and c'mon man at least try and make it relevant.