Jun Watarase, on 02 May 2016 - 02:24 PM, said:
Man, I remember when people were telling PGI in closed beta that pinpoint accuracy would just result in the same problem previous MW games had (boat massive alphas at the longest ranges possible). And now several years later, PGI has implemented ghost heat to try and fix the problem they created and is now working on power draw to further fix the problem they created...
And we are still stuck in laser vomit hell.
That's because too many people think instant convergence is skill and if you don't like the current system you're "a bad and bad at the game." This usually stems from a lack of any coherent argument against the facts, so they simply lash out.
Convergence is not skill. The most skilled and least skilled players in this game will, if they fire 3 pinpoint weapons of the same type at the same time have all their shots hit the exact same point. Therefore, by definition, convergence is not skill.
Those opposed to the ideas suggested simply don't get it: Nearly every balance problem caused in this game can be traced back to pinpoint, long-range damage:
- The peek-a-boo meta
- Laser vomit
- Ghost heat
- Ghost heat 2.0 (power draw)
- Hover jets (to stop the application of pinpoint long-range damage from mid-air)
- Gauss charge up
- PPC's sucking
- Mech viability depending to an absurd degree on hitboxes and hardpoint placement.
It should be obvious to anyone at this point that the idiotic ease with which one can apply insane amounts of damage at long-ranges to a single pixel is the noose around this game's neck. It defines everything - viable mechs, loadouts, the maps people want to play on, and all the nutty band-aid mechanics we're enduring. This has nothing to do with "git gud" because instance convergence has nothing to do with skill. It is simply a crutch that leads to low TTK and stale game play.
Edited by oldradagast, 02 May 2016 - 03:18 PM.