And there is more then one way to implement cone of fire. It has been stated that PGI envisioned the ability to do pinpoint damage, which is fine, but now every tweak and every adjustment has been an attempt to lessen the being done by pinpoint fire.
First off, the cone doesn't have to be that drastic, and different weapons can have different degrees of cone. A gauss and a PPC are sniper type weapons, it would make sense that they have a little tighter cone, especially at range. The cones of these weapons can have a flatter angle, a cone for something like an AC 20 could open up faster the farther away the target.
But we don't want the PPC and gauss firing at the same point with the same pin point accuracy, so this is where some different things could be done. They don't have to both be using the same cone of fire. They could both have nice tight cones that result in a reasonable amount of aim accuracy, but they each have their own independent cone of fire. So maybe you aim dead center mass on an atlas at 600 meters, you fire both the gauss and the PPC, the gauss hits the upper left of its cone, but still inside the CT, and the PPC hits the far right of its cone, just missing the CT and striking RT.
Also, each mounting area could have its own cone of fire. The right arm would be a cone and the left arm another one. So even if you ran a PPC in each arm, fired at the same time, with a decently tight cone of fire, they could still hit different places. This adds yet ANOTHER layer of depth the mechbay. I not only have to consider weight, and heat, and crit, and ammo, I have to consider where I am placing it on my body so that I can have my PPCs "sync up".
Davers, on 24 August 2016 - 08:27 AM, said:
Well we aren't talking about Ultima widgets here.
Increasing ttk because players are forced to be innacurate won't make players happy. Long range weapons that are only useful when fired up close is bad.
There are plenty of consequences for CoF especially when dealing with targets of different sizes like we have in MWO. CoF would be make light mechs unhittable at range. Lasers and srms would dominate (assuming you could lead them back on a target) and ppcs and ballistics would be abandoned. Who would use something as hot as an erppc if you knew the shot wouldn't go where you aimed it?
Take away player's ability to aim, regardless of their skill, and you end up with nothing but face hugging srm fights. And that sounds boring to me.
And this is all tweakable. You find the balance point on one mechanic. You find the point where the weapons are reasonably accurate for what their intended roll is, but just inaccurate enough to make them not always hit where you want them.
And with my above example, you can make the accuracy penalty of the cone subtle, but more noticeable when firing multiple weapons types or weapons mounted on different points of the body. Hell, you could make the cone damn near non existent, as long as you are firing one weapon system at a time, with a small pause between shots. Fire more than one type of weapons, cone starts opening up. Fire multiple of the same type, cone starts opening up.
So lets apply this to popular build. Dual gauss dual PPC on an assault mech.
Your standing still, you fire a single gauss. its nearly pinpoint. so close you cant really see the difference. You fire dual gauss at the same time, then they each fire on an independent cone of fire. You fire one ppc, cant see the difference. Fire 2 and they both fire on independent cones.
Mount both PPC in the same arm and fire them linked, the cone is slightly smaller then if they were each in a different arm.
Fire one PPC while moving, you see the cone open up. Fire one PPC while hot, you see the cone start to open up.
The cone doesn't have to turn each weapon into a shotgun. But it allows an adjustable mechanic to prevent all the woes that PGI is trying to correct.
I think that this is a viable idea.
Edited by Geminus, 24 August 2016 - 08:38 AM.