As I've said for the billionth time, the goal is not to "make it so you can't hit what you're aiming at" but to end the out of theme and grossly unbalanced idiocy of having all your damage magically focus on a single pixel you're aiming at. That is at the heart of the pinpoint meta problem, which has dominated this game since somebody stuck 2 Gauss rifles or AC20's on a Catapult.
Delayed convergence won't with HSR, and zero convergence is supported by a very small percentage of the community. A Cone of Fire is the only logical solution. The game can already handle it - machine guns, MASC, and Jumpjets demonstrate this - so all we need is a small one in effect at all times that will reduce the brutal efficiency of long range, pinpoint alphas. The cone can also be influenced by heat, sensor lock, etc. giving the designers more space in which to add features.
MWO is about the only game out there that has such brutally effective, perfect accuracy long-range weapons, and this "feature" has been at the heart of nearly every major game balance issue since some wise-guy strapped a pile of PPC's or a pair of AC20's or Gauss to a mech while the game was still in Beta. Every solution presented so far has been an illogical band-aid compared to a Cone of Fire. Nearly every other major first-person shooter out there has something like this implemented, and MWO's engine can handle it, so it is just absurd - and the "skillz people" - that we haven't done it yet.
Widowmaker1981, on 08 February 2016 - 03:57 AM, said:
Im confused, you just suggested 2 of the mechs that are best at twisting dmg in the game, stalker and atlas. (Don't run an Atlas or a KGC with a 300 engine anyway, a 3.0 agility rating is below usable levels since skill tree nerfs)
If you remove all requirement for the defending mech to twist in order to spread damage, and force all dmg to be spread by mechanics, doesn't that cater to bads who like to stare down their targets and not twist?
Twisting does't do you a lick of good when a pair of Gauss rounds hit you for 30 damage, pinpoint to one location. Similarly, you cannot twist away the initial blast of damage from a pile of hit-scan lasers, also doing a pile of pinpoint damage. Long range pin-point alphas have been at the heart of nearly every balance issue in this game. They are unrealistic, out of theme for Battletech, and make for boring gameplay and strange balance decisions, like ghost heat.