Bishop Steiner, on 19 June 2016 - 09:27 AM, said:
I've stated and explained why in multiple posts. Feel free to read them. Though I hold little hope of your attaining comprehension at this point.
Please, you are only making a fool of yourself:
Yeonne Greene, on 18 June 2016 - 06:50 PM, said:
Dead space is irrelevant since I can't do damage to dead space, arms and legs are only tertiary targets of opportunity. Height, honestly, doesn't mean anything unless hard-points are spread out vertically and not near the cockpit, but width and depth of the torso can be real killers.
I have been talking about width
and depth this whole time. Perhaps you should take an introductory English course? For an introduction, you are supposed to read from the top of the page to the bottom, not the other way around.
Moving on, the concept of a target being 2D has nothing to do with only considering only the front profile's width; it has everything to do with the target, as presented to you on your 2D screen at any given moment, being a 2D shape whose contour is determined by a combination of the visible cardinal angles. That is a fact. That is the nature of trying to simulate 3D objects in an inherently 2D medium. That is the nature of you viewing an actual 3D object in the real world, too, since depth is implicit information rather than explicit unless you can touch around the object, too.
Now, the shape changes from instant to instant, but it will always be 2D and it will always be a combination of the width, depth, and height of the 'Mech, with a massive emphasis on the first two since height rarely factors into a fight unless the hard-points are low.
It's not biased. It's how this **** works.