Nept, on February 22 2013 - 09:58 PM, said:
I have created a strawman that I feel looks just like you
Except I explained exactly what I meant and, with appropriate reading comprehension, you could clearly see that I wasn't saying "you see them and they die" but rather "I recognize my crosshair is over the target, I click and they take damage"
So congrats on adding strawmanning to your list of logical fallacies
@ your other post
You're arguing against the definition of hitscan to protect a weapon with
Superior range to a direct hit projectile
Superior direct hit damage to a projectile
Less effort involved than a projectile
A TTK that actually changes the pacing of the game, and is out of place when compared directly to other weaponry both in its optimal state on a map and out of it
So... congrats_
Edit: Forgot my reply to Culex
Culex, on February 22 2013 - 09:56 PM, said:
Yet you're suggesting taking an alpha strike from a SS. That too is a situation you've already put the receiving mech in. One shot is all it takes for a mech to realize to not stand in LoS with a SS, and to shoot a secondary back which is more likely to hit on the SS than any other mech, while they are scoped. You're seriously undermining how necessary the scope is. It is a both a good thing and a bad thing.
An alpha strike from an SS isn't something you avoid, it's something an SS succeeds at or fails at. Additionally, what you're dealing with is two instantaneous opening shots that, in the video AJK posted, dealt 381 damage total
A Flak and TOW combo will, at most, deal 305 in perfectly optimal conditions, and cannot pull off even close to that at range simultaneously (especially considering the fact that you have to hit with the TOW directly)
As well, after that initial hit, you have to take two shots from the flak with optimal or near optimal damage for the ambush to succeed, compared with the 1 at any range 1:1 accuracy slug shot that the SS needs after the initial strike
Culex, on February 22 2013 - 09:56 PM, said:
Are you telling me the SS will never get caught in CQC_ They will; unless they choose to camp at which point they will not be benefiting their team very much once the enemies realize their position and call it out. Once they are caught in CQC, they are favored to lose. Yes, they can win, but on equal grounds they should lose. SS's are also the easiest mechs in the game to catch by surprise. Their scope requires precious time to enter, and having to unscope, and rescope and establish los with the enemy is more than just "point and click."
In CQC you can rush your opponent and automatically hit them (especially useful against explosives users... which is everyone who isn't an SS or Reaper). Additionally, the time you take going after a sharpshooter is time that their team can use to harass or kill you, or accomplish objectives
So you've got a class who can hit you from a spot where you can't retaliate, and retaliating means moving out of position, overextending, and putting yourself and teammates at greater risk
Culex, on February 22 2013 - 09:56 PM, said:
Remember this is a team game. Not a solo 1v1 everyone starts off on opposite ends of the distance. You should eventually get shot by an SS, lol. You don't balance like we're playing 1v1 on an open-ended map. You balance by how effective the SS can be relative to their team on a consistent basis on more than one map.
And you don't think a 1 second TTK on an A mech is useful to a team_ Especially when you have at least another second or so to deal instant hit 100+ damage slug shots_
Culex, on February 22 2013 - 09:56 PM, said:
As far as projectile shots are concerned, prediction is a powerful thing. Are you telling me it's hard to shoot a ToW around the area where you expect a mech to be or run to, and detonate it_ Even a non-tow, you shoot it, have COMPLETE view of your surroundings at the whole time (qq scope) and move and choose to detonate it if you want. Hitscan's effectiveness deteriorates rapidly the moment the enemy mech becomes aware where the SS is positioned.
You're dealing far less damage than the Slug or Sabot by relying on splash hits, and direct hits are FAR more difficult
Additionally, your ability to manoeuvre only matters in terms of timing, which means it doesn't matter to a hitscan user. If you decide to "dodge" a hitscan shot, you're attempting to predict the point of fire and preemptively move. The shooter on the other hand just has to have their cursor over you and click, as opposed to someone with a projectile weapon, who has to predict where you're going to be when the projectile moves out to where you are
Basically it's the reason why the EOC is so hard to use
Edited by Beemann, February 22 2013 - 10:18 PM.