It also stops long range insta-gibs and close range light and medium fly-bys, helps players by encouraging them to lock targets for the extra information for them and their team, helps with the whole information warfare you guys seem to have a bo.ner over and is generally not bad.
But if you want us to have to use lasers this way it'd be great if you guys now work on a decent targeting prioritisation for us also.
Already i've started trying to target more and find it cool i'm rewarded with more damage, but any more than maybe 2 enemies and the target is random (if it even targets one of the mechs in my view....) which is really re.tarded when i already had in mind which target i was going to go for around the corner and where the position is and where to aim, how far i need to peek etc etc.
But only for some other random mech to get targeted and for me to either do half damage to my initial target or have to hope i've come out in a position to attack that other target and that it doesn't leave me hanging mid peek for more than a second or 2 so it doesn't get me killed, taking much extra damage needlessly.
This in turn then lowers the skill level, it kind of encourages people to not think about it, not strategize about it and just randomly peek and go for whatever happens to end up getting targeted....
I've peeked out recently, had 3 targets out in front of me, hit R, and it targeted something off my screen ahead and to the right 200m or so (/facepalm) so ive peeked out and either done half damage for no good reason or tried to then get back in cover and took free damage for nothing, not because of me or my skill but because of a faulty game mechanic. Many other situations like this also.
Again, if you want us to have to use this system, we are going to need a better target prioritisation system. Hell even if it targets the nearest mech to your reticule, or multiple options in settings: Target mech nearest reticule, Target nearest mech, Target mechs heaviest to lightest, left to right etc.
Don't mind me if targeting is indeed getting a rework already, im guessing it is, because its kind of obvious it needs to be done now that damage so heavily relies on it working properly.
Edited by Whiskiz, 04 February 2016 - 05:21 AM.