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Would An Actual Energy Draw System, Coupled With Reticule Bloom, Actually Serve To Replace Ghost Heat Entirely?


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#41 Duke Nedo

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Posted 04 November 2016 - 05:49 AM

View PostYeonne Greene, on 02 November 2016 - 07:15 PM, said:


The reticle gets bigger to indicate the area within which you can expect your shot to land, so there is some RNG involved. That is how it works in pretty much any game since ever. Else, it doesn't actually do anything to make placing the shot harder, because your brain will automatically center things inside the ring (which is why aperture-style iron sights work on rifles).


This, plus that if you don't have random spread coupled to it you can just put a tiny dot with a pen on your screen when the crosshair is centered and use that to aim. I know I did in Counter-Strike beta to rail with the AWP...

I am otherwise generally positive to alternative solutions to GH like this, but recoil is something applied after you shoot so it doesn't affect big PPFLDs (like 5x AC5 or 2x Gauss+2x PPC or 4x PPC for that matter if GH is gone), only sustained dps for UACs and for lasers being fired after ballistics. That would have strange effects.

I am more for a solution where firing too many rounds/large caliber results in a cooldown penalty (reload capacity), originally propsed by Navid I think. That could work in combination with ED.

#42 William Pryde

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Posted 04 November 2016 - 06:51 AM

Love the OP's idea. If it seems too complicated for some, one could simplify it a bit by tying the reticule bloom to heat/movement or number of consecutive shots (for low heat, high DPS ballistic weapons).

In any case, I would be all for trying it in the PTS server to see if it contributed to the overall experience of the game. One can theorize all day, but it would not be until we actually tested the idea that we would find its true strengths and weaknesses. Alas, I doubt that will happen (though I would love to be proven wrong).

edited: fixed a minor grammatical error

Edited by William Pryde, 04 November 2016 - 06:51 AM.


#43 MrJeffers

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Posted 04 November 2016 - 08:00 AM

View PostFupDup, on 02 November 2016 - 01:38 PM, said:

AFAIK bloom isn't based on randomness (or at least it shouldn't be).

Bloom just means that your targeting crosshair gets bigger, making it a bit harder to figure out where it's pointing and thus harder to aim.


Real reticle bloom does mean randomness. It means the shots will land somewhere in the circle, not in the center, the bigger the circle the larger the potential hit area. That's the whole point. If the circle just gets bigger but the shots still land dead center that accomplishes nothing as most people can quickly ID the center of a circle.

#44 The Unstoppable Puggernaut

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Posted 04 November 2016 - 10:13 AM

I still feel heat should be dealt with heat effects in the cockpit.

E.g. 50% heat = cockpit gets a little fuzzy (sniping becomes hard). 75% heat becomes impossible to snipe (only brawling if you are lucky), 90+% should be extremely hard to see anything. This will make people think twice about how they build the mechs in the first place and if they really want to push that hard.

If someone flamers you of course, this could be an issue.

For cool ballistics, I like the idea of crosshair bloom cause I can't really think of anything better.

#45 Kaeb Odellas

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Posted 04 November 2016 - 11:39 AM

I want to see random deviation added to UAC double-taps. The faster you double-tap, the more randomness. Standard shots remain accurate. That ought to knock the KDK-3 down a peg.

#46 Duke Nedo

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Posted 04 November 2016 - 11:53 AM

View PostKaeb Odellas, on 04 November 2016 - 11:39 AM, said:

I want to see random deviation added to UAC double-taps. The faster you double-tap, the more randomness. Standard shots remain accurate. That ought to knock the KDK-3 down a peg.


This I kind of like, UACs are a ***** to balance because for only 1 extra ton you get double damage only countered by RNG...

#47 Felicitatem Parco

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Posted 06 November 2016 - 09:50 AM

I would like to clarify two things here.
The concept of a blooming Target reticle is meant to represent the unsteadiness you're experiencing as you attempt to realign your sights after firing a weapon. The reticle blooms to a wide diameter when you fire because you're experiencing the full impulse of The Recoil and it slowly returns to a small diameter as you readjust, recycle a new cartridge, and absorb the vibrations and resteady the weapon for another shot. The fact that it is a round circle where the bullet will hit randomly within directly implies that it's merely a probability representation. It doesn't point to where your sites are currently pointed at, but it merely shows that due to your own unsteadiness with the situation you're going to hit somewhere within the circle. Think of this: a calm shooter will always have a small targeting reticle diameter whereas a highly caffeinated shooter will have a large reticle diameter because of the jitteriness is hands experience from the caffeine affecting his muscles.


Second, a proper heat scale that causes deleterious effects to the pilot and the vehicle when it gets really hot would be a separate topic from this discussion. I also fully support the implementation of a proper heat scale.

Edited by Prosperity Park, 06 November 2016 - 09:58 AM.






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