He was and I know that. It would pretty much turn things into a missile only system though.
I simply disagree and believe that any random action from a pilot BEFORE a LS weapon fires makes predicting the target location harder, hence pilot skill.
Still, should aramis be correct, all those hit modifiers would vanish from the HG tables for LS weapons. Missiles would keep them.
So, where does that leave us? Stick with what we have or T6.aramis?
BTW, would the same argument apply for shooting down incoming missiles with LS weapons? They are a lot closer and probably within a similar "cone of fire".
what we have, in hg, is extremely unrealistic as a combat sim. it is amusing as a game.
anything you do prior to their fire, within canonical ranges for lasers, mathematically can't make you harder to hit, except breaking off/opening range.
realistic ranges for combat should be less than 1/10 what CT, MT, MgT, give. T5 is built on the same flawed laser paradigm.
BytePro's misbelief that it is solved by use of longer on target time fails to remember that any spot is shedding energy, only the spot under it is gaining. If the beam isn't damaging in a second or less, it isn't going to ever be, because it is low enough intensity to be nothing but a heat lamp, and by rolling, I radiate off almost all of it. At a minimum, I divide the energy density by my circumference.... and on big ships, enough to get around more than a couple passes is enough to flatten the crew, but a useful 250MW laser spot is being divided by 50+ time the area... and it is energy density that causes damage; slow heat, the energy spreads laterally by conduction, and radiates as a blackbody, and you don't achieve failure.
Plus, more required time on target point means less human ability to keep it there. Again, computer replaces gunner.