Edited by DoctorDetroit, 08 February 2016 - 04:31 PM.
Cone Of Fire Proposal (With Pictures!) [Update: Examples]
#221
Posted 08 February 2016 - 04:27 PM
#224
Posted 08 February 2016 - 04:39 PM
Cone of fire would be RNG with the upper and lower limits manipulated by the player. (As Tex has described.) It's not any more intensive than the jumpjet/MASC business they have going on now. Same point and click, with templates instead of a ray-trace.
#225
Posted 08 February 2016 - 04:41 PM
DoctorDetroit, on 08 February 2016 - 04:27 PM, said:
Because ghost heat, nerfed jump jets, Gauss charge and 2 gauss limit - which I still think are explained nowhere in the game - and all the other crap is NOT "convoluted?" And keep in mind those half-baked solutions have still not fixed the real problem, which almost led to us getting "ghost range" - yet another goofy mechanic that doesn't make sense.
Cone of fire would have fixed all that.
#226
Posted 08 February 2016 - 04:42 PM
Livewyr, on 08 February 2016 - 04:39 PM, said:
Cone of fire would be RNG with the upper and lower limits manipulated by the player. (As Tex has described.) It's not any more intensive than the jumpjet/MASC business they have going on now. Same point and click, with templates instead of a ray-trace.
Except JJs and MASC are a positive feature for the game and cone of fire would KILL the game.
oldradagast, on 08 February 2016 - 04:41 PM, said:
Because ghost heat, nerfed jump jets, Gauss charge and 2 gauss limit - which I still think are explained nowhere in the game - and all the other crap is NOT "convoluted?" And keep in mind those half-baked solutions have still not fixed the real problem, which almost led to us getting "ghost range" - yet another goofy mechanic that doesn't make sense.
Cone of fire would have fixed all that.
Seriously what is your point? Yes I agree that these were controversial game mechanics that could have possibly been solved in a simple manner that would not have alienated so many players. Cone of fire is definitely NOT that answer though. This is exactly the position I am taking with cone of fire. Why alienate most of the player base and waste dev time on something that can be accomplished with a quick change to the xml file?
Edited by DoctorDetroit, 08 February 2016 - 04:45 PM.
#227
Posted 08 February 2016 - 04:47 PM
DoctorDetroit, on 08 February 2016 - 04:42 PM, said:
#228
Posted 08 February 2016 - 04:49 PM
adamts01, on 08 February 2016 - 04:12 PM, said:
I've lost interest in e-sports, otherwise I'd still be playing FFA ladders in UT.
I want a sim, but the thing about sims is they need to be arcade-y enough to actually be fun, but rely on enough realism to keep the experience deep.
Movement based reticle sway is what I'd far prefer to a CoF. If the CoF was negligible and was dependent on the weapon's range where the max CoF was just enough to spread between LT and CT or RT and CT at whatever the weapons optimum range was (so the iERLL at 675m might spread some damage between two components if I'm moving or running in the red).
In WoT/WT/AW, I've lost too many clinchers due to RNJesus being like, "lol, kufc u m8, pray to me moar b!tch!" as my crosshair covers the enemy tank and I just need to land the hit to kill him, but RNG decides to throw it 50o over and left of the target even though I'm close enough to throw a baseball down his barrel.
Edited by Saint Scarlett Johan, 08 February 2016 - 04:49 PM.
#229
Posted 08 February 2016 - 04:50 PM
adamts01, on 08 February 2016 - 04:47 PM, said:
Realistic.... nope, try again. If you shoot a gun, and especially a LASER it goes straight!
#230
Posted 08 February 2016 - 04:50 PM
Quote
Cue the endless buff/nerf weapon cycle, next turn of the wheel. The only difference would be a new set of optimal pinpoint weaponry, leading to the same problem with different "hit" graphics.
You kill perfect convergence- one way or another - or the core problem remains. Whoever can put the most guns on one pixel wins.
#231
Posted 08 February 2016 - 04:52 PM
oldradagast, on 08 February 2016 - 04:19 PM, said:
You dont see LRMs at high level play because of game mechanics.
They are the most inefficient weapon.
Most travel time to target
Most conditions needed to hit
Most hard counters
Most damage spread in a game that rewards focused damage
Least payoff.
They are 'noob tubes' because average skilled players can negate them via piloting alone.
Its all vomits now,because its currently the most efficient.
Heatscale penalties and a dakka ammo boost/ton may help balance it.
But LRMs need a whole targeting/indirect fire/direct fire/ECM/damage spread overhaul.
#232
Posted 08 February 2016 - 04:52 PM
wanderer, on 08 February 2016 - 04:50 PM, said:
You kill perfect convergence- one way or another - or the core problem remains. Whoever can put the most guns on one pixel wins.
Or maybe you could move around a bit possibly torso twist. That way that 1 pixel isn't focused on, just saying.
Edited by DoctorDetroit, 08 February 2016 - 04:53 PM.
#233
Posted 08 February 2016 - 04:53 PM
#234
Posted 08 February 2016 - 04:59 PM
Saint Scarlett Johan, on 08 February 2016 - 04:49 PM, said:
I've lost interest in e-sports, otherwise I'd still be playing FFA ladders in UT.
I want a sim, but the thing about sims is they need to be arcade-y enough to actually be fun, but rely on enough realism to keep the experience deep.
Movement based reticle sway is what I'd far prefer to a CoF. If the CoF was negligible and was dependent on the weapon's range where the max CoF was just enough to spread between LT and CT or RT and CT at whatever the weapons optimum range was (so the iERLL at 675m might spread some damage between two components if I'm moving or running in the red).
In WoT/WT/AW, I've lost too many clinchers due to RNJesus being like, "lol, kufc u m8, pray to me moar b!tch!" as my crosshair covers the enemy tank and I just need to land the hit to kill him, but RNG decides to throw it 50o over and left of the target even though I'm close enough to throw a baseball down his barrel.
DoctorDetroit, on 08 February 2016 - 04:50 PM, said:
Realistic.... nope, try again. If you shoot a gun, and especially a LASER it goes straight!
#235
Posted 08 February 2016 - 05:01 PM
maybe more reticle 'sway' when moving/jumping/falling would help, but it's hard to say
#236
Posted 08 February 2016 - 05:03 PM
AssaultPig, on 08 February 2016 - 05:01 PM, said:
maybe more reticle 'sway' when moving/jumping/falling would help, but it's hard to say
That's why you slow down to reduce the COF and make your shot count. It's less twitchy and more of a simulator than what we currently have. And within 200 m you'd still hit a single component anyway, so brawling wouldn't be effected.
#237
Posted 08 February 2016 - 05:04 PM
TheArisen, on 08 February 2016 - 04:53 PM, said:
If you point your crosshair onto a target far away, lets say 1000m, the center pixel of your reticule is probably overlapping not only two locations but even 3 or 4 locations on the enemy mech. But when you shoot, all your weapons are hitting the exact same spot on the same location.
You're not only hitting what you are aiming at, you are hitting even more precisely than you can possibly see under that one pixel of your reticule.
And it's not because you are a pro player, but because the game is coded that way.
You want that? I sure as hell don't.
Edited by TexAce, 08 February 2016 - 05:06 PM.
#238
Posted 08 February 2016 - 05:11 PM
adamts01, on 08 February 2016 - 04:59 PM, said:
The sway isn't send it off to a random corner, the weapons still go to the center of the crosshair. It's just that by moving, your mech begins to sway, which means the crosshair begins to sway left to right and up to down some. The faster you go, the more it sways.
It's actually in the 3PV mode, your crosshair sways as you run, and the faster you run, the more vigorous it sways.
In my (admittedly, low quality) video here, you can see the difference in the snow that the reticle sway makes with the laser lines, like it's almost writing a line of cursive 'e's in the snow.
Linky Linky
#239
Posted 08 February 2016 - 05:14 PM
TexAce, on 08 February 2016 - 05:04 PM, said:
If you can't tell by now, I'm a huge fan of COF, I'm pretty much your spokesperson on this thread, but you never replied to what I said earlier. You really have to limit what a targeting computer can do, most IS can't mount them, it really would make Clans OP. Also, a perfectly cool mech, standing still, firing a single ERLL should hit exactly what he's shooting at.
#240
Posted 08 February 2016 - 05:15 PM
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