Weirdo : My point was that the whole guessing game is quite silly
It might be, but until we breed all military commanders to be telepaths, it's the way it is, in games and in real life.
Sure you can aim ahead of them...but what happens if they dont go there next turn, after you have fired the rounds? Your rounds hit nothing and are completely wasted.
That's called a learning experience. Next time you run into that particular situation, you'll know that that particular player isn't as likely to move in that direction. Learning experiences plus learned tactical sense equals having a feel for where dropping shells will be most useful.
And for the record, it's been a VERY long time since I ever played a game with any preplotted hexes. They only make sense if the defender has had time to dial those hexes in. Therefore, in most pickup games I've ever played in, nobody will have them.
It's too effective as a fast unit deterrant IMHO. We are talking about a 17 hex denial zone here...not even clan large pulse is that bad. It just feels strange to me that artillery (which is meant to take out fortified positions and clusters of troops) is the best at killing solitary, fast moving units (when it should be the worst at doing that).
You still have to hit the hex. Even with direct-fire modifiers, it's hardly an auto-hit. Nor is a hit from even a large artillery piece an auto-kill on anything but the smallest light units. The spread-out nature of artillery means it's really easy for even light units to take hits and keep going.
IIRC artillery cannot direct-fire at less than 17 hexes if it has line of sight on the target.
Uh...firing on a target at less than 17 hexes with LOS is the definition of direct-fire artillery. If MM won't let you do that, that's a bug in MegaMek.