Aresye, on 14 June 2016 - 03:29 PM, said:
The problem with having movement penalties for aim is it lowers the skill gap. I know we hate using that term, "skill gap," but it's 100% true in regards to what you're suggesting. You're rewarding players who stand still, and punishing players that actually know how to pilot effectively.
On the other hand, if MWO could incorporate a skill based means of counteracting that movement based penalty, then you've widened the skill gap in an already complicated game for new players.
CS:GO does so many things right when it comes to tiny things like this it's not even funny. Take for example the extreme movement penalty for most weapons. New players stand still and crouch as a means of getting around it, but in higher level play that just makes it easier to get killed. Instead, better players learn how to strafe-shoot, in which you time your aim and shoot only during the transition between 2 different directions of movement, when your sideways movement reaches exactly 0, and the movement penalty is no longer there.
CS:GO also uses predictable recoil patterns, with each weapon having its own unique pattern. This helps raise TTK and prevents the game from being a typical arcade shooter like CoD, but allows for high level players to learn and counteract these recoil patterns in order to be more effective.
I wouldn't mind seeing something like predictable recoil patterns in MWO. For example, imagine if an ISLL, ISML, and CERML all had separate "lensing" deviations while firing. The ISLL gently goes down and to the left, the ISML just gently goes down, and the CERML gently goes up. All of these would be very tiny deviations that wouldn't make that big of an impact at mid-close range, but could potentially spread the laser damage over a larger area at long range.
Newer players won't have to worry about being killed as fast, but good players retain the ability to learn and counteract these changes. A good IS ERLL sniper player would therefore know that while sniping at long range in a Grasshopper, he has to pull his crosshair up and to the right slightly while shooting.
this would be good also and not something I would be against. Though if people want to call it the epitome of "skill" when everything is predictable and repeatable, I guess I have a different definition of skill. Mind you something like bullet drop, and recoil impulse are pretty repeatable, but even holding a rifle a millimeter different does change the recoil pattern IRL. Even with gyro stabilization, guns dip and sway on tanks when they move at flank, and it's NOT 100% predictable and repeatable.
But because of people learning how to compensate, as you mention in CS:GO for those it removes a lot of the unpredictability, but never totally eliminates it. Even at a complete stop, an Abrams won't put every shell into the same hole even at 500 meters. There is what is for practical purpose random in everything we do, because we don't have the ability to measure the "ripple effect" of every thing we encounter.
But I'm pretty sure those real world shooters who have to overcome these things (and yes, most shooting competitions are outdoors where they have to compensate for wind drift, temp differentials, possible cross winds and such between shooter and target, simple things like powder not burning at 100% the same rate or a bullet being a micrometer different in shape or weight distribution) takes more skill than being able to repeatably and predictably click on the same pixel with no outside influence.
People often like to paint stuff the the extreme like we are talking CoF and meaning people taking shot while moving at a target 200 meters away and half the shots missing. Which is just a bs strawman. What we are saying is at those ranges and speeds you likely will see no real impact, but when you are running 130 kph across broken terrain shooting at another mech doing the same half a klick or farther away it's pretty damn ludicrous to think 6-12 different weapons systems would maintain instant and perfect convergence to the same exact spot. And doubly so in a Battletech game.
But people that are against immersive realism will always strawman it the Nth degree. And those who find the perfectly repeatable accuracy of MWO frankly boring, aren't complaining about "skill" but the complete and utter lack of immersion, and that certain people only recognize one thing as skill, twitch reflexes, which is pretty damn laughable.