C337Skymaster, on 27 November 2021 - 02:42 PM, said:
That's just it, though: I AM "dynamically changing my parallax" by shifting from slightly-left-of-target, to slightly-right-of-target between shots, particularly with the Warhawk and AC/20 King Crab. It's harder to do with laser boats because they pinpoint straight to the reticule and manage to avoid just about everything on the way there except terrain and teammates backs. I tend not to do it as much with Gauss Rifles, but mostly because the projectile velocity is so high, there's almost nothing to adjust for.
With convergence as we have it now, you have instant feedback and knowledge of what your weapons are converging onto. You're proposing a system where the degree of convergence is dynamically-changing, right? If so, that's going to require feedback to players, something like multiple reticles, or else it's gonna be just be rough guesswork.
Not sure what you mean when you say it's harder to do with laser boats. With hitscan there's no need to worry about convergence not matching your target because there's no need to lead the target, so there's no reason for the reticle to be on anything in the background.
C337Skymaster, on 27 November 2021 - 02:42 PM, said:
That's exactly where this all started, prompted by two issues in particular: Laser Boats, and later, Dual Heavy Gauss. Combine that with problematic geometry (Timber Wolves have some of the most obvious "shoot-me-here" locations, particularly when running a bunny-ear config, that they've lost any and all of their ferocity and formidability in combat).
I don't feel that laser boats are a problem. I've mentioned this in other threads, but against a laser boat I have to derp out for 1 whole second to get badly punished. Otherwise, as long as I'm on my toes and maneuvering, there's a lot of margin for error.
By comparison, PPFLD (Pin Point Front-Loaded Damage) is a lot less forgiving, since a split-second lapse in attention can mean the difference between successfully shielding or taking a shot where it hurts.
I don't find Dual Heavy Gauss to be oppressive, because of the trade-offs required to run it (slow, STD engine, the need to charge it before firing), which means there's counter-play options against it. For example, due to the need for it to charge, if you are the one initiating a peek against him, you can try to make sure you time it so that you get off your volley whilst he's still charging, so that by the time he's ready to send it, you're already shielding and ducking back into cover. Do the usual due diligence, check for UAVs so he can't pre-charge and pre-fire you, check that no other enemies have LOS on you and may be feeding that target info, etc. Alternatively, if you're faster than him (slow STD engine), you can maneuver to gain distance to counter the shorter range of Heavy Gauss.
Even with all that, most times you can still make 1 bad mistake and eat a 50 burger to the chest and survive it.
C337Skymaster, on 27 November 2021 - 02:42 PM, said:
Bunny Ears, in particular, are a huge target that can be tracked regardless of the angle of the 'mech, and the more twisting and weaving you do, the longer it takes for you to figure out where your opponent moved to and reacquire a target for your next shot. One of the reasons the "compressed 360 view" sounds really cool, although it sounds like it would be just as difficult to learn to read as it's described.
Someone else made the remark a few months ago, and I managed to confirm in the testing grounds, that the Atlas CT can be shot through 360 degrees, with about 30 degrees of overlap between being able to hit the front or the back on each side. If a pilot is sufficiently skilled, and has sufficiently accurate weapons (lasers), then the amount of twisting and turning the Atlas does starts to matter less and less.
The issue of certain mech's hitboxes being hittable from all angles is not actually a big problem. If it was, like I said, Comp play would look very very different, with everyone dying with most of the damage focused into the CTs, or getting XL-checked.
It may seem like it's easy to isolate certain hitboxes, but it's only so if a player remains stationary or moves in a predictable straight line. I've seen players who were smart enough to shield, but still moved in a straight line, such as going straight backward with no leg turning while twisted 90 degrees in a full shielding posture.... only to get shot in the crotch which still counts as CT. Heck, I've been one of those players dumb enough to think that simply being in a twisted, shielding posture would keep me safe, and then my opponent showed me how wrong I was by shooting me in the crotch.
Players must actively maneuver and turn and accelerate/decelerate to defend themselves. If you watch videos of some of the good players, and ignore their cockpit view and look instead at their throttle and their legs, you'll notice that's what they're doing. And it is very effective and dispersing the incoming damage.
To use an example from Air Combat, it doesn't matter if you're flying near perpendicular to an incoming IR-guided missile if all you do is hold the same course and speed. The missile will fly lead on an intercept course and hit you regardless. You gotta actually change vector and force the missile to change vector with you and exhaust its maneuvering budget.
C337Skymaster, on 27 November 2021 - 02:42 PM, said:
As for varying velocities: that only works once Ghost Heat becomes sufficiently oppressive as to force players to take one or two of each weapon, and not be able to boat any one of ANYTHING. As long as you can fire several of the same weapon, then their velocities will naturally match up. Unless you're amenable to another post I saw in another thread, suggesting variable muzzle velocities.
We already have Ghost Heat limits that allow multiples of the same weapon. Players can then build mechs with different sets of weapons that synergize, but then the different projectile velocities of each weapon type will create TTI differences, which spreads damage against laterally-moving targets.
C337Skymaster, on 27 November 2021 - 02:42 PM, said:
Another issue I'm trying to bypass is the natural downside of any form of RNG, so my proposals all attempt to avoid it by any means necessary. The above complaint of "not shooting where you clicked" and all.
I understand your proposed system has no RNG at all, which is great. The issue is how to prevent a disparity between skinny Mechs with favorable mount points and wide Mechs with spread-out hardpoints? What about accessibility for players to use? For example, in a system with zero or delayed convergence, a skinny mech that has RT/RA weapons can dump their whole salvo at an enemy and it'll strike 2 different hitboxes. Or even if they split their salvo to try to target the same hitbox, they don't need to change their aimpoint as much. Take a wide mech with LA/LT/RT/RA weapons, and fire a whole salvo and your LA/RA weapons might even miss the skinny mech completely, hitting only with LT/RT weapons. Or, even if you split your salvo, you'll take longer to adjust your aimpoint between shots because you have to rotate a larger degree, making it take longer for you to fire off your whole arsenal. What if it takes so long to fire off your whole salvo that you get just abused by agile enemies who peek you and duck back into cover knowing you're only ever gonna have enough time to shoot back with half of your weapons?
Like I said, if this happens, I predict that people will just gravitate towards skinny mechs with clustered hardpoints. A zero convergence or delayed convergence system won't much affect something like a Hunchback-4P, for example.
C337Skymaster, on 27 November 2021 - 02:42 PM, said:
Not even "blind" fire. Ever been peeking around a building? You can see your target clear as day. They don't see you (probably because they're 1500 m away across River City, and you're in the shadow of the building you just stepped around). They're standing perfectly still, thinking they're out of the way. You line up your shot, click the mouse, and...!!! Your shot hits the invisible wall that you didn't realize was 10 m in front of your crosshairs.
In every situation like that (except for one location I recently discovered on New Polar), even though your crosshairs were blocked, your arm would have cleared the building. Especially in cases where you knew ONE of your arms was blocked, and you were only shooting the weapons on the OTHER one.
Yeah that's an invisible wall problem. It could still be a problem even with the ability to fire around corners.... because the enemy might be next to an invisible wall themselves.
At least you can avoid the problem of an invisible wall in front of yourself by using the rangefinder. Can't really use the rangefinder for the invisible wall the enemy is behind.