Bishop Steiner, on 15 June 2016 - 07:32 PM, said:
...
Yet people absolutely refuse to address the actual genesis of the problem and instead we slap on bandaids to make it stagger on to halfass sacrifice at the alter of Esports.
I surrender.
Bishop, man...what I cannot abide, what gets people ruffled over the interminable Convergence/CoF proposals that tend to crop up in flocks like locust plagues 'round here, is that pretty much all of them make it excessively difficult, if not outright impossible, to get any sort of accuracy back. So many folks...so many folks...hold up the never-to-be-sufficiently-damned "A BattleTech Game" logo on the website and say "WHY CAN I HIT STUFF IN MY A BATTLETECH GAME?!"
Well...because it's a shooter. And in shooters you need to hit stuff.
I get that most reasonable folks are basically hoping for enough deviation to split up a 70-point laser alpha between a couple of spots at long range. Personally, I don't see the point of exploding the system and inciting Balance Redux 2099 over a couple points of deviation, but even if you go with that...what happens if someone equips a TCVII, active probe, targeting modules, anything/everything she can do to improve her accuracy and eliminate deviation, even at the cost of firepower? They're trying for the surgeon's knife instead of the barbarian's axe - a couple of LPL, say, rather than five LPL, seventeen ML, eight SRM-6 and a rotary/2.
The Mystere answer, and this is why practically everything Mystere posts infuriates me, is that this person with the huge TC, the sensor/targeting-boosting equipment and modules, and the accuracy-focused, low-alpha loadout still can't hit s***, because being able to hit your target more than once in five shots just isn't A BattleTech Game enough.
In a CoF/Convergence game, that pilot up there should be her own special brand of scary (provided she herself is accurate enough to take advantage of the loadout). What she shoots at, she should hit. She can't hit very hard, but she can hit often because she runs cool, and you cannot count on RNGsus to protect you. That would be cool - a real marksman build, showcasing its pilot's talents and overcoming CoF inaccuracies with tech and trigger discipline instead of sheer, overwhelming volume of fire, using precision and raw awesome to do with half the shots what takes everyone else...well, double the shots.
Nobody, nobody, nobody seems to want that, though. All I ever see in these threads is the million and three things people want to tie into screwing with your aim, and yeah - it bothers me, a lot. All anyone ever wants to talk about is how many things should throw off your aim - moving should throw you off, shooting should throw you off, heating up should throw you off, taking fire should throw you off, steep enough inclines should throw you off.
When somebody asks "So what do you do to get your aim thrown back on? How do you drill through all that and hit stuff anyways; what systems are in place to let players compensate for the seething throngs of factors screwing with their aim? How can you get better at running MWO so that even though all of that stuff is messing with you, you can still end up awesome enough to hit what you shoot at?", the answer is a resounding...:
"...Uhhhhhhhhhhhhhhhhhhhhhhhhhhh...........?", followed in many cases by "...why do you want to? Didn't you play TT?!"
I'm going to be honest with you here, man, and say something that's going to get me thrown off the forums by force - the more time I spend here, the more I hate the tabletop game. I grew up on BattleTech - but I grew up on the older MechWarrior games and the novels, not the TT sourcebooks. BattleMechs are supposed to be enormously dangerous weapons of war piloted by elite warriors, not clattering rattletrap guncrates piloted by drunken morons that literally can't line up a straight shot to save their lives. Even the nameless mooks in the books are usually credible threats - if they miss it's because something happened to make them miss, or its a near miss that could easily have been a hit instead.
I'm not even talking about Kai god-moding through entire Trinaries with one gauss rifle and sheer author-induced stones, or Victor being more than a match for even the most elite of Clan warriors despite spending maybe a tenth of the time training. I'm talking regular guys, in regular 'Mechs, who can manage to be military professionals their commanders can (mostly) rely on instead of a bunch of stormtroopers fresh out of the Imperial Marksmanship Academy. Soldiers, not bad jokes.
There are certain artifacts of the tabletop game we really don't need back. There are certain realities of real-time, first-person games that
Having to deal with motion-induced reticle sway, a'la 3PV? Perhaps some reticle jitter when you receive a heavy impact, or a bit of jitter when running hot? More severe motion-induced sway when moving particularly quickly - and conversely, less severe motion-induced sway when moving at slower/more vulnerable speeds? Heatscale effects not involving randomly-rolled ammo lolbooms or Sudden Naptimes in the bottom yellow - things like 'swimming vision/pilot heat stress' filters, reduced twist range/speed, sluggish accel/decel/turning, non-UAC weapon jams/energy misfires due to severe overheating? Those all actually sound like perfectly workable ideas I'd actually really like to try.
All this Cone of Failure garbage can go right out the airlock, though. A system wherein accuracy is reduced by multiple external factors needs to be balanced by accuracy also being increased by multiple external factors, and the skill is in finding ways to minimize the one and maximize the other. The same system, minus the "increased" modifiers, just p!sses off players for no worthwhile reason.