Cold Darkness, on 25 January 2017 - 07:38 AM, said:
that was stupid on my part, i should have asked to not just read it, but trying to understand what i wrote instead of ignoring it.
Here you go again. You really like moving the goalposts.
"You did not understand it"
"You didn't read it"
"That's not my argument"
etc. etc.
People disagreeing with you doesn't mean that they didn't understand it, often it just means that people think that "Your idea is bad, and you should feel bad". I would've made a meme but I've spent all the effort I have in reserve.
Cold Darkness, on 25 January 2017 - 07:38 AM, said:
did proceed to answer this by mentioning using firing patterns instead of RNG. this removes deviation from where projectiles go,
You didn't mention any firing pattern before. Serious. I've re read the whole thread 4 times.
The closest one is this which you just mentioned that others have discussed but didn't go to
Cold Darkness, on 22 January 2017 - 12:28 PM, said:
so, lets clean this up a bit.
you didnt read anything in this thread, did you?
how about keeping change suggestions on a very basic level with high effects. this way you have an actual chance on achieving something that may even be considered to be useful for the game. because investment vs payout is a thing.
of course one can use alot more things to balance things properly, but if they had the ressources to spare for that, they would have done so allready.
exactly, this is one of the major options that can be made use of. by increasing burntimes with smaller damage ticks for lasers, more spread on srm/lbx/lrm, more projectiles with uacs and possibly cof or much slower projectiles on gauss/ac/ppc across the board on ALL weapons, alot of issues with the game could be solved. the big offenders that could actually be problematic would obviously be the single projectile weapons.
as other people mentioned allready, cof is not the only way to make weapons less accurate. there are the current mechanics as stated above, as well as the past convergence (which is most likely not comming back because of hsr or something) as well as the often suggested static torso hardpoints. there are alot more possibilitys to achieve the goal without actually going into rng-based solutions. not that id mind it if cof would be an endresult. like i said, im fine with any decent mechanic if it gets the job done
if i wanted to take actual aiming out of a shooter i would simply suggest to port it to a random console, that would solve the problem alltogether since controlers are unsuited equipment for fps which is usually adressed by adding more or less ridiculous "aiming assist" into console fps.
yes, i am aware that you tried to make a joke. it just wasnt funny.
lets keep this simple.
in an ideal world, the mechs would end up more or less stripped at the end anyways. the argument is obviously that this is HARDER TO DO with an IS xl mech. once you get past the point of reliably instakilling the IS XL mech, it is virtually as robust as a clanmech, given slight structurequirks on the side torsos (read: the current ones are propably good enough to achieve that goal or might even be to much on some mechs).
i am aware that not every battle will turn out like that, because not every player has equal skill in twisting vs aiming. however, id like to point out, that the issue is mostly in the above average players, because the average players aim bad enough to strip your mech even when you arent twisting at all. sounds harsh, but you know that its propably true even for many tier 1 players.
id really like a dynamic cof, though. even though that will most likely hit deaf ears. again.
moving the goalposts again. So when you said want dynamic CoF, it's actually just static hardpoint?
Come on have some dignity. At least acknowledge what you said in the past. When we said "RNG is bad hurr durr" you just fold over and say "That's not what I said" or "You didn't understand it" or "You didn't read it" because you couldn't defend it? You've been saying that to everybody that disagrees with you.
That being said, a firing pattern would just make precision go to a static value below 100%, probably 0%, which would garner more ire from player since a firing pattern for say, lasers will be annoying to hell. since you can't fire all your weapons at the same target. Sure precision won't change from 100% but that's if you measure it from the pattern, not the crosshair where people would actually measure the deviation it since it's the aiming point.
There's no RNG but then that will result to people asking for what Besh said.
Yes it was necessary to split the terms because using accuracy as a synonym for what Accuracy + Precision does will affect both. While your intent was just to change precision.
I didn't say that IS wasn't getting bad rap. I said
YOU DIDN'T GIVE ANYTHING NEW BESIDES THE TITLE. MOST OF THE THINGS YOU DISCUSSED ARE ALREADY THERE OR BEEN DISCUSSED BEFORE. Caps so as to let that sink in.
I acknowledged that accuracy was used with precision interchangeably and I set the line as to differentiate the two and show the effect of having less that 100% precision.
And all the salt flows through... I just put in "like me" and you go on to a rant because math has no place for your argument right? math isn't welcome here? Sure you just can't take my word for it being an engineer. I don't expect you to. I didn't submit my CV to this thread, just a passing mention because it was how math is done by us. But then you and have to go to a rant about it, it had a whole paragraph dedicated to it.
It is impossible to balance a game without math.
Others have already countered your argument, more people than me said that there are better ways to balance, there isn't just one. Kinda focused on my posts aren't you? Why, because I'm dissecting everything you say? You dissected my reply quite thoroughly.
If there's no need for a new mechanic, then the whole thread is pointless, why did you even start it? to discuss "
BALANCING XL DIFFERENCES WITH WEAPONACCURACY" ok, a new mechanic isn't necessary, but then LBX/SRM spread? long burn times? lower velocity?
This thread's existence isn't a validation for your argument, that's circular reasoning. The systems already in place already reduce the ability of clans to consistently put all damage in one component. The biggest disparity is about weight, clans can pack more equipment because there is no downside to getting a clan XL. If IS can use the XL without the penalty, they'll be able to pack firepower on par consistently. That's where the difference lies. If the IS doesn't die to an ST loss, then they'll be able to match Clans toe to toe since every IS mech would fit XLs and pack enough firepower to do so on top of the quirks.
Making ACs and Lasers do a firing pattern is bad, it's even worse than having an RNG. It negates the whole reason for Aiming, at least in CoF there is a significant chance that you'll at least shoot in the vicinity of the crosshairs, while firing patterns, only 1 will be at the crosshair at most, while the rest as missing because it is forcibly aimed at a distance, again ending up as Besh said. Durability balancing for the XL behavior difference is the most feasible solution since it has the least variables as with Occam's Razor.
I took the liberty of highlighting important parts that you said since I think you're the one not reading what you post.
Edited by NighthawK1337, 25 January 2017 - 04:16 PM.