operatorZ, on 22 January 2015 - 02:10 PM, said:
I was refuting his assertion that lateral movement can "dodge" 50-70% of incoming damage.....it cant. This is true unless pilot is not very good. It is possible to hit you with my alpha strike while you are moving laterally and easily so easily put 50-70% damage on one component because of instant pinpoint convergence. And the inner sphere weapons have a huge advantage in this due to PPD weapons.
On your second point you are stretching the tweaks I think are reasonable to accuracy way beyond what I stated. Furthermore you are taking the position that if weapons become slightly less accurate that movement and torso twisting will no longer be viable tactics in the game. The opposite is true, if lateral movement, torso twisting and spreading damage are effective in the current state they will be even more effective with a slight "nerf" to overall accuracy. That's just logical. This further benefits players that do this and does not "nerf" skill, quite the opposite.
The PP isn't PP unless all of your weapons are traveling at the same speed AND your target is not moving. Weapons will converge on where your reticle is, if you are leading your target with some terrain in the background that is a couple hundred meters away, they will NOT be pinpoint. If your mechs hardpoints were right next to each other than yeah they will be very close but even without convergence that would be the case.
And I am not saying spreading damage will be less effective, I am saying it will be less necessary because the game will spread damage for you. Increasing skill level? No way.
pyrocomp, on 22 January 2015 - 03:50 PM, said:
I agree that term 'same pixel' is inaccurate, but hitting same component isn't any better. Especially across the map. Mid range, low range, optimal range - all ok, this is MW. But not across the map. The effect of convergence behing the actual position of a mech that occur becuse of the leading in most cases is not large enough to spread damage between components at high distances. That'll be more accurate statement. Should it be this way or not in MWO is a matter of discussion. I'd like to have a limit in damage local density at high distances. Wether this will be achived by more detailed mech structure, complex heat system (for example, instead of single heat meter divide mech into sections that transfer heat to each other and dissipate it according to heat sinks placement with penalties for overheating) or some more complex wepon shot mechanics (CoF, recoil, convergence to different points etc.) is a different question.
The "speed shield" is still effective if the terrain is 1-200 m back, especially if the weapons don't start close together. In my experience, this effect is definitely enough to spread damage between two components. I've even had the extreme case of spreading damage between two mechs from PPCs from my Jester's arms.
And frankly, I don't know why you wouldn't two ERPPCs from a WHK's arm to hit the same component. They both start RIGHT next to each other. Even if they didn't converge on each other at all they would still probably hit the same component provided they didn't diverge.
Edited by Gas Guzzler, 22 January 2015 - 04:26 PM.


























