adamts01, on 08 February 2016 - 10:52 AM, said:
I still don't know what MAAAS stands for. But OP listed numerous ways you can achiever perfect pinpoint accuracy. You're so dead set in your way of thinking that you can't even listen to someone else's argument. Listen to what he actually said, not to what you think he said.
"MAAAS": Modern triple-A Shooter. Basically, the Call of Duty formula that every other FPS out there slavishly adheres to.
And all right then - what can you do,
in the match, to regain accuracy lost to this CoF system Tex is presenting? The vast majority of his CoF tighteners are things you do in the 'Mechlab - strap on a TCXVII, equip anti-CoF modules. Higher heat increases CoF - lower heat does not actually
decrease it. Movement increases CoF; standing still does not actually
decrease it. Alpha strikes/simultaneous weapon fire increases CoF; single-shot chainfiring does not actually
decrease it.
Nothing he proposes
decreases cone of fire other than hitting R or equipping multiple tons and modules of 'sniper' equipment. All you're doing is not aggravating your inaccuracy issues; you're not getting more accurate, you're getting less
inaccurate, and if you figure those are the same thing you are
drastically mistaken.
And even then: hitting 'R' and locking target supposedly decrease CoF but only against that target, correct? How does the game differentiate between me locking something, then shooting at another 'Mech slightly behind my locked target?
Until there's actually ways to actively eliminate CoF interference,
in match, then the system is either arbitrarily eliminating combat over 400m from the game (CoF too wide) or is accomplishing absolutely nothing worthwhile (CoF too narrow). So...yeah. Not the best notion in my book.
Mystere, on 08 February 2016 - 11:03 AM, said:
Here is the rub: why would all potentially 16(?) weapons of possibly varying weights (in TONS, mind you!) all still have pixel-perfect accuracy relative to a wildly swaying reticule?
Because it's more fun that way.
Really all there is to it. Learning to ride the reticle, compensate for your chosen rides' movement patterns, and time your shots to land precisely where you want would be fun, and a good application of skill.
Configuring 'Mechs with a dozen SRM launchers to avoid spastic Mexican Hat Dance wildly divergent cone of fire issues that no amount of player aiming can compensate - or, alternatively, ignoring a too-narrow CoF mechanic altogether because it doesn't significantly impact damage spread, as Tex's system seems to propose - for is not 'fun'. 'Course, you and I've had that discussion more'n once before, haven't we?