So what I didn't realize until recently is that you play against the TB differently than I do. When someone fires the TB ball, you seem to keep aiming at the mech. I don't think that's always the optimal way to play.
Instead, I get ready to shoot where they're going to teleport to. I pay attention to the ball because that's where they are going to be next. I want to keep shooting them, so I'll prepare myself and be ready to shoot when they finish teleporting and get some good shots in. But perhaps more importantly, I want to keep my distance from them, so I'll start moving away from where the ball will be. The ball is there for a reason! It's important to track! Choosing not to track it can have consequences.
Where would it make sense to keep shooting at the mech instead? If you think you can kill them before they finish teleporting, that's an obvious one. The only other one I can think of is if you think the teleport will not significantly increase the danger you're in, so you'd be better served by doing more damage to them before teleport and essentially continue the fight like normal as if the teleport didn't happen. But in most cases, I think the teleport will be a big danger to you so it's better to prepare for it to mitigate that threat with a response.
Yes, they could fire the ball but not teleport, but that's just part of the mind game. It's a trade-off -- they didn't end up teleporting and therefor didn't gain the advantages of teleporting so it's a big gamble for them. If you suspect they are faking, keep shooting the mech -- that's how you win that mind game.
I really like how all that interplay happens when you have the ball mechanics. It makes it far more interesting and opens it up to more skillful plays on both sides, in my opinion. Sometimes it's better to do X, sometimes better to do Y -- I think that sort of choice is part of what makes competitive games interesting.
This is not a matter of chance, though -- you can decide to track it or not. You seem to think you should be able to decide not to track it without any consequences, but that's not how it's designed. It's designed to provide value in tracking it, as explained above -- if you choose not to track it, you're willingly giving up that value and taking on the consequences.
I felt the opposite. Without the ball, where you teleport to is just a guess. An educated guess, but still a guess. With the ball, I can shoot it exactly where I want and release exactly when I want to teleport exactly where I want. Additionally, I can anticipate my relative position to a target and start to rotate myself so that I'm looking at them when I finish teleporting, which makes it feel so much nicer -- teleporting to the side of someone and looking the wrong direction is incredibly cumbersome.
You're still teleporting to the side of someone while looking the wrong direction, so it still feels just as cumbersome and doesn't actually address the problem.
But selling it as a juke as you did in Discord chat also contradicts the very goals of these changes. Being able to watch the mech to determine where it will teleport is THE advantage of your proposal, but then it seems like you're suggesting you'd be able to change last minute to juke somebody into thinking they'll teleport a different direction. So we either have two possibilities.
Changing direction last minute can effectively juke people, so direction the mech is facing is an unreliable way to determine where they'll teleport, which basically means replacing the ball/trail will remove information about where they'll teleport and replace it with basically nothing because players could essentially teleport anywhere (within range) without sufficient warning.
You're overselling the juking capability and last minute adjustments will be easy to track, rendering it a moot point because it's essentially not a thing.
All it would add is the ability to change your mind as to where you want to teleport after initiating it. Imagine the ball system except the ball is attached to a rod coming out of the front of your mech. If you rotate your mech, you're also rotating the rod with the ball at the end in front of you. That's what your mockup allows, it just hides the ball. Even if you showed the ball to give extra clarity, I think that change would make things overall LESS predictable and harder to play against. With the current ball/trail, it travels in a straight line, which is more predictable. (and it would still suffer from the cumbersome problem when you teleport to the side of someone)
I'm not sure why this is stated as a safe assumption. FPS games often have you tracking things other than the enemy's body. Are they moving toward a jump pad or pickup in the environment? Worth tracking that so you can anticipate and respond, or even prevent. Are they firing rockets or throwing grenades at you? Worth tracking those so you can dodge them. Are there other players around? Worth tracking those because it might be worth disengaging from your current target if they're getting backup. I don't think tracking the ball/trail is somehow outside the scope of FPS games. I mean, it's actually very similar to how the translocator works in UT (except in AoT, someone can't blow you up by teleporting into you).
But we're talking about teleporting to get in close so they can stab you. After they're in close, a teleport is not an immediate threat to you. But again, if they can juke you
The ball/trail accomplishes several of the goals I have for the weapon and I don't really agree with the downsides described here -- at least not relative to the proposed solutions. The proposal just has too many disadvantages and I'm not convinced of the advantages. I do want to refine the art and feedback for the weapon (for both shooter and victim) and I think that can help improve the experience without changing how it functions.