kwm1800, on 19 December 2016 - 02:59 AM, said:
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1) IS mechs, technically, are still far more fragile... Just less. Well, let's say this is acceptable. Then....
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Yep ... but I always was a proponent of balancing IS vs. Clan not by giving the IS mechs quirks or the like, but rather by giving clans fewer players in a match.
kwm1800, on 19 December 2016 - 02:59 AM, said:
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2) Just how are you going to deal with long-range weapons and players who like to snipe stuffs? Possible backlash potential here in the first place.
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That's actually easy ... you would vary the size of the cone/circle.
The cone of an AC-2 would be much narrower than the cone of an AC-20
(perhaps one could balance it in a way that, around the Battletech maximum distance of the weapon, the size of the cone still allows a 75% hit probability (if both mechs were standing still and no heast effects are applied))
But I agree that there would be a backlash by people who like to snipe.
Actually IIRC I made the suggestions with cones/circles of hit probability already during Beta days, several years ago ... and, while there was agreement in some, there was disagreement from others, who liked to keep their pinpoint accuracy.
Well, PGI obviously never evert tried to implement such a system into the game (just as they never ever tried to actually put heat effects (at < 100% heat) into the game).
Which is a pity, as I think that hit cones would actually represent a good adaptation of the Tabletop system into MWO First Person Shooter.
I mean, look at TT vs. MWO distances:
If you shoot with an AC-20 at a target 9 hexes (= 270m) away, in Tabletop, even if both Mechs are standing still, you have a chance of just 42% (rolling 8+) of actually hitting the target (and you don't get to choose the hit location)
In MWO the chance would not only be 100%, but most likely (unless the target does Torso Twists) you would also be able to put all hits into the exact location where you aim at.
kwm1800, on 19 December 2016 - 02:59 AM, said:
3) This game is real-time simulation with visible laser beams shown to players. Unlike games like wargaming stuffs that are easy to hide effects (you don't see a flying shell from tank firing, and machinegun fire from planes are chaotic enough), players will be seeing their lasers going different directions from what they are aiming in very apparent fashion. This inevitably will (NOT might) huge backlash from a lot of people if the previous point doesn't.
Perhaps one could visually represent it by making the weapons always sway to a certain degree (whcih actually is my justification in Tabletop for heat effects on To Hit probability ... i.e. the hotter it gets, the less the weapon system stabilization works correctly)
kwm1800, on 19 December 2016 - 02:59 AM, said:
5) Finally, now PGI also has to balance regarding the size of the cone of fire... We are literally asking for even more trouble here.
Well, they should have done so in Beta already, as I said ... I don't give any hope on them actually implementing such a system at this point, but think that, if it had been implemented this way from the beginning on (and balancing had happened around it), it would have been the superior system of representing Battletech/Mechwarrior (compared to what we have now)
Edited by Elessar, 19 December 2016 - 03:38 AM.