Shumabot, on 26 February 2013 - 02:34 PM, said:
One of the things that tells me you barely played counterstrike comes from that fact that you don't know that you can resist spread by moving your mouse against it, which simulates skill in bracing a weapon.
[Classic FPS]
Don't confuse cone of fire with muzzle climb. Two completely different operations.
Muzzle climb is where the pointing vector of the weapon is raised with each shot, and can be countered by "pulling down" on your mouse as you fire.
Cone of fire is always centered on the pointing vector, so as your muzzle climbs, your cone of fire climbs with it. The vector of the actual shot is dictated by the cone of fire. By keeping the pointing vector on the target, you increase the odds that the shot will hit the target.
Cone of fire bloom is nearly impossible to compensate for "as it happens" while at full auto. The technique that counters it, in most FPS (and IRL) is burst fire. Fire a small number of shots, pause for a short time, fire a few more, pause again.
"Short, controlled bursts" is not
just an ammo conservation measure. It increases your accuracy dramatically with fully automatic weapons. By keeping the cone of fire small (preferably having the cross section of the CoF at the target's range smaller than the target area of the target) you increase the odds of a hit with any single round (in the case given, up to 100%).
[MWO]
This discussion is one of introducing an inherent inaccuracy into the system. One that can be overcome by taking the time to carefully place each shot, rather than lining up
one shot and, in effect, saying "Everything I have hits here."
In TT, what MWO's group fire does is exactly this: declare "I'm firing some weapons," figure a single to-hit number, roll one set of dice, and that decides not only whether or not everything hits, but
where it hits.
The concept presented here, that of being able to have perfect accuracy and precision, but have to sacrifice the speed with which you can output that damage to do so, vs being able to output massive damage, but sacrificing the accuracy and precision with which you can apply it, seems to me to be to be one of the best ways to capture the feel of BattleTech.
Some might make the argument "But that loss of precision removes skill from the game."
I would counter that it actually raises the bar for skill. Do you risk trying to put an another shot downrange now, when you might miss, or later, when might not even have a shot, a weapon or even a mech?
"It's not new player friendly"
Getting instacored by a HexaPPC at 600m is?
Getting pitted from a single salvo by a jump sniper is?
Getting pitted from a single salvo by anything packing enough damage to do the job for that matter?
Game balance isn't supposed to cater to the new player. That leads to shallow game design and uninteresting gameplay. In short, it goes from "This is easy, so it's fun," to "This is so easy it's boring now." The more depth to the game, the better. The more challenge to the game, (as long as it's not outright impossible to start with) the better. The phrase "easy to learn, difficult to master" should be a touchstone.