TexAce, on 10 February 2016 - 01:20 AM, said:
I don't care if anyone thinks removing instant pinpoint accuracy is hurting your skills. I know what this game was SUPPOSED to be and what it is becoming.
Only a very small subset of players thinks that fixing convergence will have any impact on their skills, and the only situation in which that would be an issue would be by utilizing a random CoF mechanic, which I personally oppose, not because I'm afraid of "muh skillz" being impacted, but rather that a random CoF mechanic is a piss poor idea with single shot weapons that have both long cooldowns and (in most cases) heat buildup.
The reason why modern FPS games all utilize a CoF mechanic is because the rate of fire is high enough where the CoF element doesn't have an impact on player vs. player outcome. In fact it's actually necessary to implement any show of skill in the first place, as a CoF requires a player to hold their aim on target longer, whereas without CoF it just becomes a matter of who grazes who first. In other words, the CoF is actually a preventative measure to counter random chance (due to most FPS games having very low health and survivability), and it widens the skill gap.
MWO is not like your generic FPS shooter though. As mentioned earlier, the rate of fire is drastically lower than a normal FPS game, and each missed shot has consequences, such as waiting 3-5 seconds for the weapon to recharge, an associated heat spike, or both. In this case, where the emphasis is on accurate shot placement for each and every shot, a random CoF mechanic actually lowers the skill gap, and does have an impact on player vs. player outcome.
Imagine two cored players at the end of the match, each with only a gauss rifle. Player A is standing still on a hill, lining up a shot on Player B. Player B, knowing he's being targeted, is maneuvering at full speed trying to avoid being hit, while simultaneously lining up his own shot on Player A. Player B (the one maneuvering) lines up a relatively easy shot and fires directly at Player A's cored center torso, however due to the random CoF, the shot misses. Player B is now unable to fire again for about 5 seconds, however during this cooldown time Player A fires his own shot at Player B. Player A accidentally bumps his mouse right before he releases the gauss rifle, causing the projectile to fire at a point when Player A's crosshair was off target, however due to the random CoF, the shot ends up hitting Player B, killing his mech.
What happens when this sort of thing happens in a league match, or when actual money and prizes are on the line for a tournament/event? This isn't like overriding shutdown, where a player can WILLINGLY put their fate into the hands of RNG.
You want fair gameplay? That above example is the complete opposite of fair gameplay. Player A was standing still, presented himself as an easy target, and missed his shot. Player B did not stand still, made himself to be a difficult target, was the first one to fire, shot 100% on target, and would have won the game for his team if it wasn't for a random variable 100% out of his control.
I'm sorry, but that's BS.
With a random CoF type system, those kinds of scenarios WILL happen, and they will happen OFTEN. There's a reason why PGI fixed artillery, and that reason was because players were dying left and right in 100% fresh mechs, simply because RNG decided to drop all 40 points of damage straight on their cockpit hitbox. They fixed that, because that's BS too, and none of this type of BS has any place in a single-life PvP game.