Doomich, on 25 June 2018 - 04:43 AM, said:
Quote
Can we completely scramble ANY idea about adding anything random into the game? Randomness (especially when it interferes with core gameplay like aiming) punishes good and skillful players.
CS pro scene is laughing in your face
Because it makes you show your true skill, not 94 alpha direwolf run
Sure: the first shot of an AK47 one-hit-on-the-head-one-kill never lands at the center of a crosshair if you are standing still, so Headshots are NEVER possible. Oh, and what about recoil patterns? Definitely predictable. That's not randomness: it's predicting movement and recoil which are an element of randomness, it's not completely random or off you reticule, you know the bullet will land ALMOST exactly in that position. In CS:GO the actual spread of a weapon is pretty low to none in the right conditions: getting to that right condition while moving (step-firing or whatever it was called) is damn hard. Hitting a cockpit while both are moving is extremely hard if not close range or not moving sideways.
Doomich, on 25 June 2018 - 04:43 AM, said:
Haha, torsotwist! Turn to the left - lose RT. And now turn to the right - lose LT. Well done, you saved your CT
You are saying that like ALL the damage MUST hit one, and only ONE, component in any given case. It is true that MOST of the damage will hit the intended component, but it's not true at all that you can't take from 1/3rd to half the damage on CT and the rest on a side torso.
Doomich, on 25 June 2018 - 04:43 AM, said:
Hey, are you still with us? Hello? Are you okay?
I am. What's your argument about it?
Doomich, on 25 June 2018 - 04:43 AM, said:
Come on, use that torsotwist and lose half the firepower in your ST!
You still have your CT, hold on!
Same as before: you are saying that like ALL the damage MUST hit one, and only ONE, component in any given case, which is not entirely true.
Doomich, on 25 June 2018 - 04:43 AM, said:
Congratulations, your gameplay is officially called direwolf warrior online
Try that build. Seriously. DO IT.
First in solo quick play, then in Public Group.
You will notice how you will get your face wrecked in public group most of times compared to solo queue because you are a fat, giant, slow washing machine with little to no torso twist and a huge CT.
I've only recalled later that the main offender is the
Deathstrike because it's fast and it is too agile for the firepower it can unleash. THIS build is scary because it can hide as fast as it will shoot the whole alpha strike, not the direwolf. If you own one, try it and let me know how much low skill is required to kill an opponent without spreading damage during those 1.55 second duration. You will see pretty clear how the Deathstrike needs a nerf, not the direwolf.
Doomich, on 25 June 2018 - 04:43 AM, said:
I never said it should not be dead.
Doomich, on 25 June 2018 - 04:43 AM, said:
1. Get alpha in your CT
2. Turn away
3. Now choose one:
3.1. turn back and die from the second alpha
3.2. walk sideways all remaining timee
Assuming a 1v1. You have other 11 people with you, just saying. And in solari 1vs1 every direwolf / deathstrike I've encountered got its *** kicked because of the lack of DPS compared to ballistics.
Doomich, on 25 June 2018 - 04:43 AM, said:
See previous ^
...
ask to start torosotwist with DPS build?
Best ******* advice, ty
1vs1 solaris. I have dual heavy gauss +MLs annihilator and I'm facing a 6xAC2 + MLs annihilator. Due to the fact I always fire laser first and gauss later, my opponent slightly torso twists to spread the incoming dual gausses on the freshiest side torso. He doesn't fire 1-2 shots worth of AC2, but I miss my 50 point damage strike which is fired every 6 seconds while he loses ~1.5-3 seconds worth of damage. Just because it's hard to do it doesn't mean it's impossible.
Doomich, on 25 June 2018 - 04:43 AM, said:
Why not?
Doomich, on 25 June 2018 - 04:43 AM, said:
All those who support this - I can call you regular casual player.
You think that torsotwist and gauss firing is an achievement! Haha.
It's just forced, and it's pretty simple.
And something tells me that in shooters you prefer a sniper class.
***** please: I've always been a decent to good pilots (jets, helicopters, tanks) and as an infantry I've mostly preferred assault / front line classes to support pushes by reviving / resupplying. I played scout / snipers only where there was nothing else to do or there was a complete lack of intelligence on the field.
About MWO, what's wrong about torso twisting? Don't you think about the fact that if you make ANY weapon not pinpoint anymore, it would just be exploited another way? Due to the fact there is no weapon capable of concentrate damage on a single component at optimal conditions, there will only be a race for who deals the most DPS with the least spread while having the most tank (*cough* annihilator *cough*), or mounting EVERY weapon on a single side and tank the whole incoming damage on a dead side torso to reduce incoming damage (marauder 3R dual LBX10). Why marauder is not meta? Because there are pinpoint builds which can focus that same side torso. What would prevent a marauder to only expose a side torso as a bait while the comrades hammer whoever is waiting for the right moment to shot? Oh, guess what, you can do it even against another pinpoint build if it can't shot or focus the right component.
Doomich, on 25 June 2018 - 04:43 AM, said:
You did not play in the tabletop BT and you have no idea what you're talking about.
With tabletop mechanics, this game should have elements of randomness, but in a shooter a player with skill can compensate for this
Assume that we have identical mechs, armed only with RACs. One of the 2 mechs will always jam more often or earlier and die, while the other will survive.
This case is not skill based.
Being it increased laser duration, reduced ERML damage or whatever, any of the suggested from PGI will only delay or shift the problem, it will not resolve it.
Doomich, on 25 June 2018 - 04:43 AM, said:
You did not play in the tabletop BT and you have no idea what you're talking about.
With tabletop mechanics, this game should have elements of randomness, but in a shooter a player with skill can compensate for this
First thing: there is no way you can make work a balanced Real Time FPS shooter with a table top game rules for the simple reason they resolve common issues differently, e.g. fast mech moving between 2 covers very close. I don't know if it is a case managed in the table top, but if I need to move from point A (LoS blocked), to point B (exposed and clear LoS) and finally point C (LoS blocked), in RT FPS game you have a small time window to spot / shoot the fast target, in a table top you have no chance to do it.
Also, don't forget that the tabletop game involves tanks, helicopters, jets, dropships, turrets (I hated calliope turrets in MW4), elementals and maybe even infantry... Here everything is simply mech vs mech action, so most weapons that could be useful against smaller targets, here in MWO are plain UP or useless.
The other point is that player skill can compensate about in game randomness it's not completely true. No matter how much someone can be good, LBXs, LRMs, MRMs, SRMs will spread damage, while Gausses, single pellet AC, PPCs will never spread and finally UACs and lasers could spread, depending on player ability to track the target and the target's own awereness and reflexes to attempt to spread the damage. That's why most meta involve either autocannons, gauss and lasers, while other spread weapons are ignored with very few exceptions due to very high alpha / low heat but good DPS (namely LBX20, SRM6).
MRMs are not competitive: they always spread too much even at close range (plus tonnage, heat, etc.)
LRMs are not competitive because they can be easily countered by proper usage of cover and ingame skills (radar deprivation), plus they won't deal any damage close range. Pretty much the same goes for ATMs: pretty much too situational.
Do you really think that changing the game to a stare contest will make it engaging? Because that is how it sounds like how you are wishing it will become: no need to torso twist, just keep on shooting aiming for CT hoping that the RNG god will roll a torso hit instead of an arm or a leg.