Davers, on 30 April 2016 - 08:30 PM, said:
Yes, but they are also the same people who think that light mechs shouldn't be viable in combat, LRMs are good weapons, and that exposing yourself to half the enemy team shouldn't hurt much.
Groundless assumptions much? Read my posts. I've been a long-time supporter of a Cone of Fire, and I've also posted regularly about how lights need to be viable in combat, how LRM's are generally useless, how you shouldn't mindless stand out in the open, etc.
I have yet to see a single decent argument against a small, weighted cone of fire to scatter some damage at long ranges. Every argument is something like:
- "You must be a bad player to like this idea even though I have no facts to support this statement."
- "A cone of fire would make all my weapons scatter everywhere and nobody could hit anything even though that is specifically NOT the type or or size of cone of fire being proposed."
- "No successful FPS games have a cone of fire, even though nearly all actually do."
- "MWO is different than other games, so we clearly shouldn't include successful mechanics from those games."
- "Change is bad."
We've been over this a thousand times. Pixel-perfect long-range damage is stagnating this game and has a choke-hold on the meta. Mechs live or die by stupid little difference in geometry. We have ghost heat now and "power draw" coming - more illogical complexity. The game has been and will continue to be "slap on the most pinpoint, long range weapons you can to stay under the random limits imposed by PGI (ghost heat, power draw, etc.) and win!"
Why do people want this? It's not good for the game - that much is obvious - and certainly isn't Battletech. It makes me laugh how people want more Lore and respect for the original rules in the game, but they also want pixel-perfect long-range damage and endless alphas, which is anathema to tabletop's game mechanics and Lore. You can't have both.
Edited by oldradagast, 01 May 2016 - 06:23 AM.