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Targeting through allies.
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<blockquote data-quote="DM_Blake" data-source="post: 4294156" data-attributes="member: 57267"><p>True indeed.</p><p></p><p>However, the constantly moving around thing is what actually increases the cover, rather than reducing the cover.</p><p></p><p>Yes, at any given instant, there might be part of your enemy exposed, just to right or left, or maybe under the arm, or betweent the legs, of your ally.</p><p></p><p>However, that instant is very brief. Instantaneous, actually. And since the target is moving, and so is your ally, the very next instant might result in losing your line of sight to that part of that target - either your ally stepped in the way, or your target moved behind your ally (or, more behind your ally).</p><p></p><p>Sure, now a different part of the target might be exposed. But again, only for this instant, while next instant that exposure, too, might change.</p><p></p><p>So the real challenge comes from your ability to track the movements of your target and your ally, to predict how they will move in the next several instants, and to plan ahead to aim at a specific opportunity and fire your weapon at just the exact right instant that all the factors line up to expose your target to your shot.</p><p></p><p>Can it be done?</p><p></p><p>Sure.</p><p></p><p>But it's much harder than just shooting at a target that isn't 60% occluded by a moving ally.</p><p></p><p>This is why your ally provides cover.</p><p></p><p>And, trying to calculate those vecors and predict future firing solutions is why you took a penalty on firing that shot at a covered target. I say "took" because apparantly this is a 3e concept that has ceased to exist in 4e - somehow, in 4e, it is exactly the same difficulty to shoot someone standing in front of you, as it is to shoot someone standing in front of you with a moving, dodging, ducking, lunging ally in the way.</p><p></p><p>If any of you doubt this, just go down to your local miniature golf course. Find the inevitable windmill hole. You know the one. You have to put your golf ball up a ramp through a small hole in the windmill but you also have to time the put so that the fins of the windmill don't block the hole when your ball gets there. Try it a few times with the windmill spinning, and try it a few times with the windmill stopped. You'll see the difference.</p></blockquote><p></p>
[QUOTE="DM_Blake, post: 4294156, member: 57267"] True indeed. However, the constantly moving around thing is what actually increases the cover, rather than reducing the cover. Yes, at any given instant, there might be part of your enemy exposed, just to right or left, or maybe under the arm, or betweent the legs, of your ally. However, that instant is very brief. Instantaneous, actually. And since the target is moving, and so is your ally, the very next instant might result in losing your line of sight to that part of that target - either your ally stepped in the way, or your target moved behind your ally (or, more behind your ally). Sure, now a different part of the target might be exposed. But again, only for this instant, while next instant that exposure, too, might change. So the real challenge comes from your ability to track the movements of your target and your ally, to predict how they will move in the next several instants, and to plan ahead to aim at a specific opportunity and fire your weapon at just the exact right instant that all the factors line up to expose your target to your shot. Can it be done? Sure. But it's much harder than just shooting at a target that isn't 60% occluded by a moving ally. This is why your ally provides cover. And, trying to calculate those vecors and predict future firing solutions is why you took a penalty on firing that shot at a covered target. I say "took" because apparantly this is a 3e concept that has ceased to exist in 4e - somehow, in 4e, it is exactly the same difficulty to shoot someone standing in front of you, as it is to shoot someone standing in front of you with a moving, dodging, ducking, lunging ally in the way. If any of you doubt this, just go down to your local miniature golf course. Find the inevitable windmill hole. You know the one. You have to put your golf ball up a ramp through a small hole in the windmill but you also have to time the put so that the fins of the windmill don't block the hole when your ball gets there. Try it a few times with the windmill spinning, and try it a few times with the windmill stopped. You'll see the difference. [/QUOTE]
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Targeting through allies.
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