Banditman, on 12 June 2013 - 08:33 AM, said:
While I admit to not reading all 51 pages,
How dare you admit you have a life!
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I did read the OP. I am not a fan of the solution as presented there.
Ditto, although I totally agree with him about the problem he's pointing out.
There are other fixes - some people advocate a pure cones of fire system... and I seem to be the odd man out, advocating something else than cones of fire, or accurate chain fire, etc:
http://mwomercs.com/...different-idea/
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First off, as someone else mentioned, it doesn't really make any sense that torso mounted weapons can vary their convergence point.
Not only does it make sense that they can be individually aimed by the 'mech, they actually are - see
this post above yours, for a "straight from the horse's mouth" confirmation on this.
Basically, they're mounted to stepper motors, or have focusing lenses, etc.
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Secondly, instead of addressing a cone of fire directly at a group of weapons, address a cone of fire by basing it on the speed of the firing player.
Yes on this, just not on the cone of fire idea. There are also many other (intutively grasped) conditions that can cause a battlemech to have trouble aligning it's weapons - many of which are listed on that link further up in my post.
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A mech standing still probably can put up pinpoint damage against a target.
Actually, they can't - and this is just one of the quirks of the lore. VS a target that can't move ("Immobile"), however, any mech can get a good chunk of it's weapons to hit a single armor panel.
This might seem annoying but actually, given the TT armor values vs the TT weapons damage profiles, it's fine. Yes, the mechs really are like this in the lore - BT fictional setting weapons are obscenely accurate - it's just that the 'Mechs themselves aren't capable of consistently getting multiple weapons to hit a single armor panel on a targeted mobile 'mech.
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On the other hand, a mech moving 70 kph probably should have a significant cone of fire for his weapons. Basically, have the cone size based on speed. The faster you're moving, the larger your cone is. Slow down to take good shots, speed up to be a harder target.
Ditto - and listed at link in post above in hard black and white math.
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I'm not sure either of those two will really address the bigger issue of MWO trying to draw in the Counter Strike crowd. The general FPS crowd wants the ability to kill in a single strike, or at most two. We see this constantly. It's not truly a problem until you try to mix the people who want that sort of gameplay with the ones who want to see an Atlas stand up to 30 seconds or more of focused fire. This is where your real problem sits right now.
Yes, the balance between insta and almost insta-kill gameplay vs rewarding thinking players is a problem.
Most of the time this coms out in what people call "balance" discussions.
Most of the times I've seen balance discussed, most people advocate what amounts to whack-a-mole balance. No one weapon or thing can be much better or worse than any other. However, this means that there will be a "the best" style of gameplay and *nothing else* will work nearly as good as said tactic.
Myself, I prefer a different type of balance - any tactic can work as long as it's reasonable (for instance, unreasonable = using a small laser boat on an extremely hot totally flat desert map, etc). This way, some weapons and mechs can be actually ... better... or worse - and this doesn't effect gameplay.
Also, this sort of balance allows for multiple different gameplay types - not just high damage pinpoint alphas or such.
Long story short, if the armor/weapons damage/combat system were more like the novels (and the TT combat system by that proxy) - insta-kill players could make those extreme tradeoffs to be able to insta-kill... and more stragetic thinkers could be rewarded for their time spent planning.
It's just a different idea of what "balance" is.
Edited by Pht, 12 June 2013 - 03:57 PM.