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It's a fundamental principle of this type of game that if the reticle reacts to hits it does so consistently so you know you're on target and not experiencing a hit-reg issue. To make that inconsistent is counterproductive in a handful of ways that should be considered:
- New/amateur player experience. They benefit from consistent hit reg feedback.
- Arty/air strikes no longer provide accurate feedback as to whether they hit targets.
- Given how much the balance pass works to obfuscate vision and information availability, this seems an unnecessary change to pile on top of that.
- The biggest concern though, is that it introduces a "feature" that behaves identically to hit-detection bugs, rendering troubleshooting difficult
- Players are unable to figure out and overcome the edge of all the wonderful invisible walls anymore. Am I hitting an invisible wall or connecting with that target I can see but is outside of sensor range? Or is it packet loss? Maybe lag? I can't tell anymore!
Thanks for your consideration.
Note that there is an additional change which is the reticle changes shape instead of color on hit detection for close-range or targeted mechs. That is neither here nor there (I prefer the color change but shape change may be better for some users - ideally the final form is that we get an option to choose one or the other (or both) in the options menu).