Mystere, on 08 April 2015 - 10:04 AM, said:
AntiCitizenJuan, on 08 April 2015 - 07:24 AM, said:
I swear I want to jock people who say they want firing cones in this game.
No. God no. More RNG is not the answer, ever. ESPECIALLY in a FPS.
An M1 Abrams can move at 72 kph and keep its gun completely accurate.
A giant robot 1000 years in the future can and should be able to do it too.
How many times has CoF been in Mechwarrior?
Exactly.
Really? What is the CEP of the tank's main weapon? And if you do not know what CEP means, then you have absolutely no clue with regard to your statement.
And, on top of that, Abrams crews must not only contend with not only the CEP of the weapon itself (see
here for a 2005 study & discussion of the weapon's accuracy), but the CEP of the vehicle's targeting systems at range (apparently, "less than" (read: approximately) 35 meters (114.83 feet) at 8,000 meters (4.97 miles) for the mid-200s Firepower Enhancement Package's "far target locate" function) - the two would combine to compound the overall effect.
As a result of the overall effect, the M256 is rated as having a maximum effective range of only 3,000 meters (1.86 miles).
Also, it should be noted that "accuracy" is a very different thing from "precision":
One main part of the problem is the combination of {A} a system that allows for both high accuracy & high precision and {B} the ability to have moderate to large numbers of weapons instantaneously converge at any range band.
Any effective method of addressing that aspect of the issue is likely going to necessarily involve one or more of:
- reducing the inherent accuracy of the weapons themselves
- reducing the inherent precision of the weapons themselves
- reducing the players' ability to aim those weapons accurately (temporarily or permanently)
- reducing or removing the convergence abilities of some or all weapons
- reducing or eliminating the players' ability to simultaneously fire more than a certain number of weapons
Establishing a "high-accuracy, low-precision" effect (as pictured above) is what a properly-implemented COF system (such as used in the Halo 3 Battle Rifle & described
here under the headings "Bulletology" and "Math Class") does, by accomplishing item (2) without implementing items (1) and (3).
An alternative, the "fixed convergence" proposal (representing item (4)) would reduce the prevalence of Alpha Strikes by removing the ability to focus on a single point at any range - instead, there would be exactly one distance (ideally, adjustable from the MechLab only) at which the weapons would converge & a target's moving closer or further than that distance would cause the impact points of an attacker's weapons to become more spread out actoss the target's surface, thus encouraging players to design 'Mechs with multiple smaller sets of weapons harmonized to different distances (e.g. a short-range firing group, a medium-range firing group, and a long-range firing group) rather than the single all-range group builds we see now.
Another alternative, a universal lock-out (representing item (5)) would prevent truly-simultaneous firing of weapons.
Even a very short lock-out (e.g. 0.10s - that is, one tenth of one second) would mean that any Alpha Strike (or other grouped-fire) gets spread out time-wise:
- the first weapon would start firing at t = 0.00s (e.g. when the trigger is pulled)
- the second weapon would start firing at t = 0.10s (e.g. 0.10s after the first weapon fires)
- the third weapon would start firing at t = 0.20s (e.g. 0.10s after the second weapon fires)
- the fourth weapon would start firing at t = 0.30s (e.g. 0.10s after the third weapon fires)
- and so on & so forth...
Edited by Strum Wealh, 09 April 2015 - 12:33 AM.