ChronoBear, on 07 November 2015 - 09:03 AM, said:
I noticed my post was jacked and was editing it as soon as I saw it in the actual post.
I copied (ctrl C) to a notepad (which I usually do at work and I am at work ;( ) then cntl C and cntl v into the post thinking the stripped formatting paste would be fine. So that was kinda weird that I got all that formatting junk.
I promise scouts honor, I'm rather thick skinned
Lastly on point - The original BT rules are rather easy to implement into this game. They even have the speeds worked out for what walking and running is ( a mech that walks 3 (xxkph) runs 5 (xxkph).
Couldn't they just assign cross-hair shake or a COF based off walking and running ... just like the table top?
They could. The issue is not the mechanical capability, but that Russ is dead set against any type of CoF (even though they inexplicably put one on MGs), and the CompTryhard contingent shouts rather loudly at any mention of anything that hampers their "raw,unadulterated skill".
Myself, I would like just a basic reticle sway, that gets a little more pronounced, till about 2/3 up the throttle, then add a scaling CoF to it when you get above that, but one that would still keep the vast majority of shots on target at long range. (I say vast majority, because if you try to take a head shot, running, at 1000km, yeah, you might just miss)
Similarly have a fuzzing out, intermittent HUD (we used to have that in CB) and CoF effect, again, scaling, starting at about 50% heat.
Likewise, have a very minor CoF that starts after a weapons optimal range (which is called optimal for a reason)
And lastly, anytime JJs are engaged, and for about a full second after thrust is cut, reticle shake, that tapers off after thrust is cut.
Of course, it isn't real skill to learn to overcome these variables, because tankers, pilots, snipers, etc, IRL don't have near the actual skill of your videogame overlords.
But then, I might have mentioned, I really would have preferred this to be the SimLite it was supposed to be.
The biggest mistake PGI ever made (even the choice of Engine was motivated by what they could afford) was getting the notion to suddenly build this into a FPS for Casuals, with delusions of Esportdom.
SirLANsalot, on 07 November 2015 - 09:26 AM, said:
no offense, but most gamers really don't know what that term means. Pure, real skill is overcoming the variables you can't control.
Also, pretty much EVERY other FPS, comp or not, has a CoF mechanic in it.