Levi Porphyrogenitus, on 15 June 2016 - 11:43 AM, said:
You may note that in none of my posts have I ever advocated a baseline level of imprecision.
Want to dump 100 damage from 10 PPCs into a single pixel? Be stationary, with 0 heat, and untouched by enemy fire. You may explode after you fire from the heat scale penalties you incur, but man will that shot hit like a truck.
Sniping under a system like the one I propose would not only be viable, it'd be important as part of a toolbox. It'd also make suppression of snipers a big deal, far more than it is currently. If the enemy sniper is controlling his mobility and heat variables, then impose some stability variables by applying impulse to him (oh look, AC2s now have a role!).
The issue is that as the game exists today, sniping is only
just, barely, marginally effective when done piecemeal. 'Long range decks' in Commodity Warfare or competitive play are designed mostly to cluster-gagglef*** anything that pokes its noodle with a dozen 'Mechs' long-distance weapons, but taken one-for-one, 'sniper' weapons in this game have only the very thinnest of advantages over short-range stuff. Your ER lasers and your Gauss Rifles don't actually hit any harder than close-range weapons - precisely and overwhelmingly the opposite, in fact - nor does long-range fire from one or two sources generally seriously threaten the integrity of a close-range fighter which is taking reasonable actions to preserve itself from long-range threats. Even the best 'long-range' fits - generally AC/5 machines - are the best 'long-range' fits only because their weapons are just as effective in close.
We're going to ignore LRMs altogether for the moment because obvious reasons.
In regular ordinary play (as opposed to tightly controlled, strongly premeditated World Tournament ultracomp drops where people have to cut joints off their fingers if they miss a shot), 'sniping' isn't really a thing. It only appears to be a thing because a dismayingly large number of players get nervous and Timid when they take any sort of incoming fire. A single sniper is not really capable of staving off the approach of a single brawling-range machine of equivalent tonnage/general combat capabilities, with a very small handful of exceptions.
Eliminating a sniper's ability to move (because if he moves he can't shoot), and/or reducing his ability to accurately land fire against madly evading, cover-hugging brawlers looking to ingest his facial region while simultaneously trying to evade himself...well, what you end up doing is pushing an already mostly marginal style out of favor altogether.
The same problem, magnified to whatever degree Mystere finally decides on, is why I keep telling people that pushing Cone of Failure can only inevitably lead to SRM Supercruisers becoming
crushingly dominant. SRM Supercruisers are
already competitive in today's environment, even though they suffer from what would be for any other weapon an absolutely debilitating level of RNG Cone of Failure spread. Other stuff only even halfway works against SRM Supercruisers because they can hit SRM Supercruisers from outside the SRM guy's effective range and, hopefully, pick apart body sections weakened by distance fire. Eliminate a player's ability to effectively engage an SRM Supercruiser outside SRM range, and how, exactly, does one propose to combat the fact that SRM Supercruisers have something like five times the raw WAAAAGH potential of any other possible weapon set-up inside their given range?