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Do The Majority Of Players Want To Get Rid Of Convergence?

Gameplay Balance

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#481 Dimento Graven

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Posted 08 April 2015 - 08:52 AM

View PostMystere, on 08 April 2015 - 08:38 AM, said:

Yes, because singularly aiming at one point and firing is so much more skillful than aiming and firing six different things at that same point. :rolleyes:

Oops! No it's not.
If I were the one personally holding and directly handling each of those six weapons at the same time, you'd have a point, however, I'm not. I have at least 20 tons of precision machined computer controlled death machine to do that for me. All I do is have to decide at what and when to fire those weapons.

Edited by Dimento Graven, 08 April 2015 - 09:02 AM.


#482 Mystere

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Posted 08 April 2015 - 09:00 AM

View PostDino Might, on 08 April 2015 - 07:24 AM, said:

Anyone whining about how cone of fire will instantly force all shots to not hit where they are aimed doesn't understand how random number generators work and has certainly never shot a rifle before.

Offhand position shooting is all about cone of fire. You build your stable position to minimize your sway (but you'll never eliminate it), and you don't try to time your shot based on your sight alignment with the center of the bull - rather you keep your natural point of aim and fire with your breathing, and this works because as you tighten up your "cone of fire," the sights will necessarily be pointed at the center the majority of the time.

It works like a normal distribution centered at the point of aim. Some shots will go a bit wide, but most shots stay within 1 standard deviation of the center. As you build a more stable position, the standard deviation becomes smaller, so your tails of the distribution (the places where the wide shots would hit) end up being closer to the point of aim.

I can't understand why this would be so terrible. It would require aiming. It would require just as much, if not more aiming as before to be effective, because TTK would go up, and so you'd have to aim more shots. The one with the better aim over the course of a longer fight will win, rather than the one who gets lucky in the first salvo and gets the one shot kill.


Many are not aware of, or even understand, CEP and other related concepts.

#483 Dimento Graven

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Posted 08 April 2015 - 09:06 AM

View PostMystere, on 08 April 2015 - 09:00 AM, said:

Many are not aware of, or even understand, CEP and other related concepts.
Were we talking about hand held weaponry, there may be a point, seeing as we're not...

#484 Mystere

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Posted 08 April 2015 - 09:32 AM

View PostDimento Graven, on 08 April 2015 - 09:06 AM, said:

Were we talking about hand held weaponry, there may be a point, seeing as we're not...


You make it sound as if CEP relates to hand-held weaponry. :wacko:

#485 Dimento Graven

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Posted 08 April 2015 - 09:41 AM

View PostMystere, on 08 April 2015 - 09:32 AM, said:

You make it sound as if CEP relates to hand-held weaponry. :wacko:
When you discuss anything pertaining to munitions, it's the first thing to come to mind, being the most commonly used.

I'm not sure how that's unreasonable.

#486 Lightfoot

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Posted 08 April 2015 - 09:51 AM

No. The majority of players (80%, poll) want to get rid of the Gauss Rifle charge-up desync, or make it easier to use, or some other penalty or mechanic.

That's been so for almost two years. It's just not Canon to the lore to turn the Gauss Rifle into the 2xGauss Sniper Cannon PGI apocryphally created anyway. Nice if your mech is a Direwolf or King Crab, but you don't make a special weapon for just two mechs, it's too unbalancing. So in all fairness the Gauss Rifle should have been restored to Battle Tech standards for all mechs to use, but certainly when the Direwolf and King Crab became available.


.

Edited by Lightfoot, 08 April 2015 - 09:52 AM.


#487 Dimento Graven

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Posted 08 April 2015 - 09:57 AM

View PostLightfoot, on 08 April 2015 - 09:51 AM, said:

No. The majority of players (80%, poll) want to get rid of the Gauss Rifle charge-up desync, or make it easier to use, or some other penalty or mechanic.

That's been so for almost two years. It's just not Canon to the lore to turn the Gauss Rifle into the 2xGauss Sniper Cannon PGI apocryphally created anyway. Nice if your mech is a Direwolf or King Crab, but you don't make a special weapon for just two mechs, it's too unbalancing. So in all fairness the Gauss Rifle should have been restored to Battle Tech standards for all mechs to use, but certainly when the Direwolf and King Crab became available.
I'm not sure what you're getting at here.

I've successfully used gauss in:

Urbies
Firestarters
Cicadas
Hunchbacks
Jaegers
Catapults
Cataphracts
Atlas

and many, MANY others.

While I agree the charge mechanic was created ass backwards (should have gone on the PPC, not the gauss), and if it did JUST ABSOLUTELY HAVE to go on the gauss, it should have come with a corresponding decrease to reload time, it's not an insurmountable difficulty.

In fact it's a weapon that requires some effort to get the hang of, unlike lasers and ACs, which are truly point and click, and LRMs and Streaks which are "put little circle in big box, wait for big circle, pull trigger, magic happens" kind of effort to use.

#488 Mystere

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Posted 08 April 2015 - 10:20 AM

View PostDimento Graven, on 08 April 2015 - 09:41 AM, said:

When you discuss anything pertaining to munitions, it's the first thing to come to mind, being the most commonly used.

I'm not sure how that's unreasonable.


Because we are talking about 'Mechs? That, and that CEP was never about hand-help weapons?

#489 Corrado

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Posted 08 April 2015 - 10:24 AM

View PostBush Hopper, on 08 April 2015 - 12:14 AM, said:

Quite the opposite:
1. In the TT there is no convergence and people do not play all those missiles. Why? Simply because there is a difference e,g, PPCs and ACs still deliver pin point damage on one location whereas a SRM spread covers the whole area.
Sure, your second bolt may hit another location but still you focus more damage on one location. Take a PPC - 10dmg. 5 SRMs would need to hit the same location to do the same damage. That's why PPC are one of the best weapons in 3025



2. SRMs / Clan ACs / LB-X
Why are SRMs, Clan ACs and LB-X hardly used currently and you see only laser spam? Simply because of the instant convergence and huge alphas. The change would make those weapon systems attractive again and support weapon diversity because there would be SOME spread in every weapon type.</p>


i think a lot of people really should stop comparing a FPS with a board game. Like saying "well world of tanks got this damn RNG here and there" and someonelse tells you "but well in risiko there is no RNG."

cmon... table top comparisons aren't liable.

and can someone tells me how those wide crab arms could even hit a light mech if there is no convergence?
i mean... between the crab arms there is enough room for 3 lights... how can a crab be able to shoot a light at 100 meters with fixed convergence tuned for 500 meters? the bullets will just pass left and right of the target. unless someone is going to offset the aim shooting the left arm weapons, then offset the other side to shoot the right arm weapons..

Edited by Corrado, 08 April 2015 - 10:27 AM.


#490 Vyx

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Posted 08 April 2015 - 10:40 AM

After reading through this thread, one thing I have noticed is that there are no answers. By that I mean there are literally no answers offered, it is just a rehash of people’s opinions of what MWO should and should not be (mixed liberallywith off-topic comments).

Everyone is willing to describe what is "wrong": focused fire from alphas kills mechs too rapidly, making MWO less fun. We'll call this "Fact1".

Some people (GroupA) like Fact1 because it caters to their vision of MWO: a shooter. They want high personal kill counts, mainly attributable to their "skill".

Other people (GroupB) do not like Fact1 because it does not cater to their vision of MWO: a strategic team-oriented armor simulation.

The issue is: MWO has always tried to be both.

A balance must be maintained between the two visions in order to appeal to the largest body of players. In short, convergence is required to in order appeal to GroupA, and the ability to survive in order to contribute strategically for the team is also required to appease GroupB.

Originally, the designers elected to double the armour on a mech from the TT values because mechs were dying too fast on the battlefield. We have lived with that for quite some time. As a community, we hardly think about this original change anymore.

What I offer as a solution is this: Instead of re-writing the convergence/targeting of weapons to mitigate Fact1 (which would be difficult, time-consuming, and distasteful to GroupA), simply increase the armour values further to promote more survivability. This simple change would allow for more strategic contributions by most players due to living longer, but the contributions of those able to concentrate fire would still be quite valuable.

A refinement to this suggestion might be:
Light: no change to existing armour values
Medium: 1.33 * existing armour values
Heavy: 1.66 * existing armour values
Assault: 2 * existing armour values

This would promote two paths to strategic contribution in MWO: speed or armour. Presently, survivability (and the ability to contribute strategically) is based clearly on speed in MWO -- armour contributes little. Slow mechs are typically food for their smaller, lighter, faster counterparts. By increasing the survivability of the beefier mechs, they could contribute more by wading into the fray, soaking up damage, and laying down the mighty hurt -- much like the genre describes (GroupB appeased). However, the contribution of pinpoint alphas would still take its toll. An ace gunner could still pick apart a larger mech with adroit movement and accurate fire (GroupA appeased). Presently, beefier mechs don’t do any of the things mentioned because they are not really significantly more robust than their lighter cousins. With the proposed change, they would be.

As a result of this change, convergence becomes less of an issue – either you are small and fast and the enemy rarely hits you, or you are big and beefy and you can take it.

Anyway, thoughts?

#491 Dimento Graven

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Posted 08 April 2015 - 10:52 AM

View PostMystere, on 08 April 2015 - 10:20 AM, said:

Because we are talking about 'Mechs?
Which is why I question even mentioning it altogether.

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That, and that CEP was never about hand-help weapons?
Yes, it's a measure of weapons system precision, I wasn't aware of it being solely limited to only weapons systems that use steep ballistic arcs, but, I absolutely agree I'm no ballistics expert.

View PostCorrado, on 08 April 2015 - 10:24 AM, said:

i think a lot of people really should stop comparing a FPS with a board game. Like saying "well world of tanks got this damn RNG here and there" and someonelse tells you "but well in risiko there is no RNG."

cmon... table top comparisons aren't liable.
I agree in comparing TT and an FPS there A LOT has to be lost in translation...

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and can someone tells me how those wide crab arms could even hit a light mech if there is no convergence?
i mean... between the crab arms there is enough room for 3 lights... how can a crab be able to shoot a light at 100 meters with fixed convergence tuned for 500 meters? the bullets will just pass left and right of the target. unless someone is going to offset the aim shooting the left arm weapons, then offset the other side to shoot the right arm weapons..
The same way you can reach out in front of you converge your hands to pick up a baby in front of you. You have arms and shoulders that articulate bring your hands into convergence with your target.

Same principle, larger scale.

#492 Dimento Graven

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Posted 08 April 2015 - 11:00 AM

View PostVyx, on 08 April 2015 - 10:40 AM, said:

...

What I offer as a solution is this: Instead of re-writing the convergence/targeting of weapons to mitigate Fact1 (which would be difficult, time-consuming, and distasteful to GroupA), simply increase the armour values further to promote more survivability. This simple change would allow for more strategic contributions by most players due to living longer, but the contributions of those able to concentrate fire would still be quite valuable.

A refinement to this suggestion might be:
Light: no change to existing armour values
Medium: 1.33 * existing armour values
Heavy: 1.66 * existing armour values
Assault: 2 * existing armour values

This would promote two paths to strategic contribution in MWO: speed or armour. Presently, survivability (and the ability to contribute strategically) is based clearly on speed in MWO -- armour contributes little. Slow mechs are typically food for their smaller, lighter, faster counterparts. By increasing the survivability of the beefier mechs, they could contribute more by wading into the fray, soaking up damage, and laying down the mighty hurt -- much like the genre describes (GroupB appeased). However, the contribution of pinpoint alphas would still take its toll. An ace gunner could still pick apart a larger mech with adroit movement and accurate fire (GroupA appeased). Presently, beefier mechs don’t do any of the things mentioned because they are not really significantly more robust than their lighter cousins. With the proposed change, they would be.

As a result of this change, convergence becomes less of an issue – either you are small and fast and the enemy rarely hits you, or you are big and beefy and you can take it.

Anyway, thoughts?
You have unfortunately missed the facts of:

1. Armor was already doubled once.
2. If you double, or increase armor again, there will be a corresponding call to increase ammo/ton. There's a thread out there right now calling for this very thing.

The end result of catering to all this is: Escalating efforts of increasing armor and ammo, making ammo dependent builds effectively able to shoot non-stop for an entire 30 minute CW match, and it requiring 15 minutes to kill a Locust.

No. There needs to be an RvR factor, risk v. reward for all the high alpha builds.

There's little risk or consequence with certain high alpha builds that can fire multiple alpha strikes in a row with no cooling time, even on maps like Tourmaline Desert (currently the hottest map in the game at 97 degrees C).

We have Firestarters that can move ~150kph, fire a devastating blow to a 'mechs rear or leg, and run and jump off with no detrimental performance while blazing away at 99% of their 'mech's heat capacity.

That's just stupid, especially with defective hit detection, craptastic HSR, and questionable hit box reliability.

Better to add some risk and consequence for running in that manner so that more thought and skill need be applied to piloting and gunnery.

#493 TheCobra

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Posted 08 April 2015 - 11:00 AM

Just add more time to convergence. Although it is not instant, it is very very fast! This is coming from a player that uses mostly pin point damage mechs, most of the time with lasers. It should take about 2~3 seconds to fully align your weapons on the same point. (And it would make a certain tier II skill have an actual use in game.)

Many time I've torso twisted and turned back around to put all my firepower into one component of the said mech. Mostly in assaults when trying to leg light mechs, or when trying to remove a certain heavily weaponized part. This sort of movement should really screw up someone's convergence, since they are literally spinning around to spread damage, turning away from the target constantly. Perhaps add a visual an/or sound queue when your weapons are aligned and ready to fire

Also add some hud artifacting from high heat, with your crosshair blinking in and out and elements of your on-board computer flickering, maybe heat distortions around your cockpit. I think with this happening at around 75% in a very modest manner and increase in intensity as it gets closer to shut down. Maybe some more frenetic alarms as it gets above 95%.

I think such solution would increase the TTK without harming the skill in the aiming. Definatelly no cone of fire, that would harm the competitive part of the game and reduce skill ceiling.

Edit: Also as a convergence lock button, that allows you to converge on a moving mech and keep that same convergence when leading, adding an extra layer of depht to the combat.

Edited by TheCobra, 08 April 2015 - 11:03 AM.


#494 Mystere

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Posted 08 April 2015 - 11:17 AM

We're getting way off-topic, but ...

View PostDimento Graven, on 08 April 2015 - 10:52 AM, said:

Yes, it's a measure of weapons system precision, I wasn't aware of it being solely limited to only weapons systems that use steep ballistic arcs, but, I absolutely agree I'm no ballistics expert.


It's not. But, I'm interested in finding out where/how you got that impression.

#495 Dimento Graven

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Posted 08 April 2015 - 11:29 AM

View PostMystere, on 08 April 2015 - 11:17 AM, said:

We're getting way off-topic, but ...

It's not. But, I'm interested in finding out where/how you got that impression.
I didn't say it was either, my understanding is based on simply reading the original Wiki reference and two references deep from that page.

Hence my understanding that it could be applied to all sorts of weapons systems, be they computer controlled artillery, hand gun/rifle, bow and arrow, or oaken framed catapult.

Perhaps it's not explained well in Wiki.

#496 Vyx

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Posted 08 April 2015 - 12:31 PM

View PostDimento Graven, on 08 April 2015 - 11:00 AM, said:

You have unfortunately missed the facts of:

1. Armor was already doubled once.
2. If you double, or increase armor again, there will be a corresponding call to increase ammo/ton. There's a thread out there right now calling for this very thing.


These facts were not missed, they were simply irrelevant.

1. Armour being doubled once already does not matter. If it's in the best interest of the game to double it again, then do so.
2. The corresponding call to increase ammo/ton can (and should) be ignored. One of the only downsides to fielding ballistics/missiles is the fact that they can run dry. This is by design.

View PostDimento Graven, on 08 April 2015 - 11:00 AM, said:

The end result of catering to all this is: Escalating efforts of increasing armor and ammo, making ammo dependent builds effectively able to shoot non-stop for an entire 30 minute CW match, and it requiring 15 minutes to kill a Locust.


Moot. Won't happen.

View PostDimento Graven, on 08 April 2015 - 11:00 AM, said:

No. There needs to be an RvR factor, risk v. reward for all the high alpha builds.

There's little risk or consequence with certain high alpha builds that can fire multiple alpha strikes in a row with no cooling time, even on maps like Tourmaline Desert (currently the hottest map in the game at 97 degrees C).

We have Firestarters that can move ~150kph, fire a devastating blow to a 'mechs rear or leg, and run and jump off with no detrimental performance while blazing away at 99% of their 'mech's heat capacity.

That's just stupid, especially with defective hit detection, craptastic HSR, and questionable hit box reliability.

Better to add some risk and consequence for running in that manner so that more thought and skill need be applied to piloting and gunnery.


You speak of a desire to balance RvR. One way is to increase risk: more heat, movement and hit penalties, etc. Another way is by reducing reward. In your illustration above with the Firestarter, if the "devastating blow" delivered was instead reduced to a "moderate blow", would it be alright? Increasing the armour on the target effectively does just that.

As for hit detection, I have no answers. In my opinion, it is due mainly to the servers being unable to properly rewind fast moving mechs when weapons fire intersects with them. With speed being the number one way to survive in MWO right now (due to this issue), few people field anything but fast mechs. If armour proved more effective, perhaps more players would "take that path", and thereby reduce the perception of defective hit detection/boxes. Just a thought.

#497 Dimento Graven

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Posted 08 April 2015 - 12:44 PM

View PostVyx, on 08 April 2015 - 12:31 PM, said:

These facts were not missed, they were simply irrelevant.
HARDLY... Just because they are points used to logically counter your wish for ever escalating armor, doesn't make them irrelevant.

Quote

1. Armour being doubled once already does not matter. If it's in the best interest of the game to double it again, then do so.
And it wouldn't be good for the game, as already explained.

Quote

2. The corresponding call to increase ammo/ton can (and should) be ignored. One of the only downsides to fielding ballistics/missiles is the fact that they can run dry. This is by design.
Except that if you continue to increase armor/ton you continue to minimize the efficacy of missile based weapons. Now I'll be the first person in line to say a person piloting a missile boat is typically using less skill than those of their direct fire counter parts, but that doesn't mean they should receive a defacto nerf by allowing everyone to double up yet again on armor.

Same for all other ballistic builds. If you can't expect to carry enough ammo to penetrate even one 'mech's armor, pretty soon no one brings those weapons leaving the game in a state of "energy weapons as the only viable" weapon system.

THAT would be pretty boring.

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Moot. Won't happen.
Based on what, your wishes? It could very well happen with ever escalating armor/ton (exactly what you're crying for), ammo/ton values (what others are crying for), and if you don't think it could you have an extremely short sighted view point.

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You speak of a desire to balance RvR. One way is to increase risk: more heat, movement and hit penalties, etc. Another way is by reducing reward. In your illustration above with the Firestarter, if the "devastating blow" delivered was instead reduced to a "moderate blow", would it be alright? Increasing the armour on the target effectively does just that.
Except for the fact that he continues to be allowed to play the entire game riding his heat at 99% of capacity, again, SOMETHING NEVER EVER BEFORE SEEN IN ANY PRECEDING VERSION OF THE BATTLETECH UNIVERSE.

That alone should tell you it's a bad idea to NOT have an actual, effective heat scale.

I now understand that YOU are one of those laser vomit build pilots.

Quote

As for hit detection, I have no answers. In my opinion, it is due mainly to the servers being unable to properly rewind fast moving mechs when weapons fire intersects with them. With speed being the number one way to survive in MWO right now (due to this issue), few people field anything but fast mechs. If armour proved more effective, perhaps more players would "take that path", and thereby reduce the perception of defective hit detection/boxes. Just a thought.
It should be EXTREMELY apparent that before anything else is done to 'adjust' balance in this game that the malfunctioning hit reg, HSR, and hit box issues be eliminated, otherwise everything else done just breaks those already broken things THAT MUCH MORE.

#498 Deimir

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Posted 08 April 2015 - 12:53 PM

One thing I always wanted to test as a 'fix' for the convergence thing, would be to make all torso/head mounted weapons converge based on their optimal range. So if you fire an unmodified Medium Laser at a target that is 270m away, you'll get pinpoint accuracy. If they are closer or further that that, you have to adjust your aim accordingly to get the beam on a particular spot. Firing an alpha of mixed range weapons at someone that pops out of cover near you is going to pepper them with damage, while aiming and firing each weapon type in turn allows you to focus fire on a particular spot. Arm weapons could continue to function as they do now, since (in theory at least) they are more vulnerable to destruction, and it makes sense for the arms to pivot and aim themselves.

Keep in mind this is just my own weird idea, I have no clue whether it would even be functional.

#499 Dino Might

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Posted 08 April 2015 - 12:59 PM

View PostDimento Graven, on 08 April 2015 - 08:47 AM, said:

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.

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...



First, your invective to associate my examples with acts of murder is shameful rhetoric.

I'm pretty darn sure that the Army Marksmanship Manual, which I have read and trained on numerous times RELIES ON mathematics. The engineers of the weapons employed by infantry, vehicles, aircraft, and vessels ALL RELY ON THE MATH. They don't just slap something together without consideration on the impact to accuracy, muzzle velocity (relates to what we call "firepower"), weight, and other factors. Why is the AK-47 inherently less accurate than an M-16? Why is it inherently more robust? Why, when I mount both on an unmoving machine do they not put a round in the exact same spot at the same range every single time? Hint - lots of math. So keep trying to convince everyone that all the "stuff" I'm talking about doesn't matter in real life.

By the way, did you know that snipers use slide rules quite frequently in the field? To range a target and then calculate windage and elevation on the scope? Yeah, I know, this is mechs - the targetting computer does that. But do you know how computers actually do math? Computers can only add numbers. They use Taylor Series, which give you an approximation. Usually to 20 or 30 decimal places so it's close enough that it doesn't matter, but the point I'm making here is that all the things you think are perfectly exact are not.

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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.



The laser, if perfectly collimated, will travel in a straight line - I don't know of a single laser source that can be perfectly collimated, BUT, you're right, the "error" here should be repeatable within accuracy that we couldn't even measure unless we have physical hardware failure or deviation. But, the targeting computer that is moving that arm or torso gimbal to align the weapon will have an expected point of impact different from actual based on all the tolerances of every part responsible for aligning that weapon. Any rotational element that is off by some small angle will have an increasingly magnified error in point of impact with increasing range. Again, if you've ever done any target shooting, you can know that all other things being perfect, an angular error of 1milliradian (that's the angular measure of a circle divided by 6283.185... or 1/1000 of a radian) will result in missing the target by 1 meter at a range of 1000 meters.

When you make a machine to align a weapon, you have motors, servos, joints, actuators, etc. that will respond to input commands, and you test this machine on its repeatability and reproducability. You want accuracy AND precision. And the random element comes from the fact that when you dial in bearing 150, azimuth 002, your mechs systems aligning that weapon may get to bearing 149.9999, azimuth 002.0001. Then you align things elsewhere, and then go back to that alignement and instead get bearing 150.0003, azimuth 002.0000001. There's a difference in the actual point of impact when you fire after both adjustments. Your perfect machine is not perfect. Depending on the constituent components and the design, aligning weapons at different speeds with inertial effects, thermal expansion/contraction of the metal, etc. will definitely change the actual point of aim from the calculated point of aim.

This stuff quite certainly DOES matter. For people, for machines, for particles traveling through space, for the entire physical universe. Please don't try to explain this away as a bunch of "math stuff that doesn't matter in the real world." I quite literally did engineering work with extremely precise machines for 5 years and had to deal with this stuff in manufacturing.

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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...

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?

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.



I have my own philisophical view that these physical interactions we see are deterministic in nature and, IF we could know every single variable with perfect precision, we could calculate exactly where and when every particle would interact and how. BUT that would take computing power beyond what we could probably build on Earth, and it turns out that incorporating random elements in the model end up representing the reality very very well. WE USE STOCHASTIC MODELS FOR EXTREMELY PRECISE THINGS. Law of averages is why we can use stochastic models and have them be accurate. As I said before, the atomic clock is the most precise time keeping device in existence, and our model of the radioactive decay process which it uses to count time is RANDOM IN NATURE.

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The better MechWarrior is already doing that, so I'm not sure what you're buying by tossing in an RNG.

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:

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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.


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.


I'm not mad at boating. I do it myself. I like the game. I just think it could be better, and I have an idea to make it better. I like my ideas to have some reason behind them other than "because gameplay reasons," and I have provided that justification. If you think it's stupid because you just don't like the mechanic, fine, that's personal taste. But you have absolutely no basis for saying that the proposed solution is not "realistic."

Edited by Dino Might, 08 April 2015 - 01:10 PM.


#500 Vyx

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Posted 08 April 2015 - 01:13 PM

@Dimento Graven
The main issue I see contributing to your lack of understanding of my suggestion is your use of "ever escalating" when it comes to armour/ton. It would not be "ever escalating". Just as this value was modified once at the start of the beta testing, it might be tweaked once again - setting it to a ratio more in tune with game balance given the nature of convergence as it stands. Pretty straightforward really.

The arms race you elude to would not happen. The designers, once identifying that a balance was found by making this or similar changes, would not adjust those ratios again. End of story. No escalation.





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