That Battletech mechs, tanks, etc. are so inaccurate during combat is this...
No game (that I've played) has ever managed to encompass this fact into gameplay. Its always been the bullet goes where you point, or where you lead to counter the OTHER guy's movement... but at no point have I ever played a game where you also had to counter for YOUR OWN MOVEMENT...
This is also the first time I ever saw this concept actually acknowledged anywhere, and its something that has bugged me because among the many things I think about when I sit and think... is if momentum is not lost, then wouldn't it transfer to things fired while moving? In a confined space within a vehicle, a bug is able to fly at seemingly over 60 miles per hour along with us in addition to his own speed.. But in reality the reason the bug seems unaffected is the air in the car, too, is going 60 miles per hour, as would a bullet held in place and when launched, it would continue going in that same 60 miles per hour in direction Y when fired in direction X, combining both velocity X and velocity Y to achieve a new speed and direction Z...
In terms of lasers we don't really need to do much. BT lasers have so many stated flaws that would just need to be brought into a game. But everything else... Perhaps even under pinpoint it should be so spread. This isn't accounting for the target interlock computer, which would make our guns more like those on the front of those planes, all aimed at set points and non-adjusting...
But when you combine it altogether, so much inaccuracy in tabletop BT seems to make more sense, even before you factor in enemy attempts to block and dodge or other factors.
Just something that gave me a wow moment, because it's something I've thought about for over ten years and yet never seen addressed in video games or anywhere before now.
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One Of Many Reasons...
Started by Koniving, May 28 2018 02:58 PM
2 replies to this topic
#1
Posted 28 May 2018 - 02:58 PM
#2
Posted 28 May 2018 - 03:04 PM
Once you're at the pursuit curve section... take a look at this.
Back with the lag we had in 2012 closed/open beta, we often had to completely overcompensate our aim (technically in a way completely opposite of what is being taught in this video) by exaggerating where we think the target will be in the time we fire when the projectile makes it to him... by blowing past the right torso just to clip the left arm. But if that's what it took to get the left arm when shooting well beyond the right arm... With this as an example, imagine how different aiming would be if we had to compensate for our own movement too. Howmuch more skill would be necessary... and how much different the balancing for lasers would need to be as a result (as in or in addition to aspects such as dust, smoke, etc. from environments reducing their effectiveness and effective range, anti-laser aerosols, etc.)
Now note that Battletech accuracy modifiers are 0 when stationary and cool, with gradually increasing difficulty as we go faster, to 'impossible' when sprinting...
Interesting, isn't it?
Back with the lag we had in 2012 closed/open beta, we often had to completely overcompensate our aim (technically in a way completely opposite of what is being taught in this video) by exaggerating where we think the target will be in the time we fire when the projectile makes it to him... by blowing past the right torso just to clip the left arm. But if that's what it took to get the left arm when shooting well beyond the right arm... With this as an example, imagine how different aiming would be if we had to compensate for our own movement too. Howmuch more skill would be necessary... and how much different the balancing for lasers would need to be as a result (as in or in addition to aspects such as dust, smoke, etc. from environments reducing their effectiveness and effective range, anti-laser aerosols, etc.)
Now note that Battletech accuracy modifiers are 0 when stationary and cool, with gradually increasing difficulty as we go faster, to 'impossible' when sprinting...
Interesting, isn't it?
Edited by Koniving, 28 May 2018 - 03:06 PM.
#3
Posted 28 May 2018 - 11:08 PM
A lot of "skill" was lost with the HSR Technology - I can remember that I tried to run a speed Catapult armed with 2 ERPPCs only....I think it was around 100kph plus jump jets. Moving with full speed made it necessary to compensate for your own movement - the more the further you aimed. Of course the delayed convergence was also an issue.
For some months into HSR you still had the old mechanic in the training grounds and it was ridiculous - tried a Highlander armed with 3 AC2s.... i did need more ammunition to dispatch the commando standing still in river city while moving through the water compared to the life game when - moving as well and firing at a moving Victor.
For some months into HSR you still had the old mechanic in the training grounds and it was ridiculous - tried a Highlander armed with 3 AC2s.... i did need more ammunition to dispatch the commando standing still in river city while moving through the water compared to the life game when - moving as well and firing at a moving Victor.
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