The automatic convergence system currently in place introduces unacceptable, game-altering issues for projectile users. When coupled with various latency-related issues, hitting targets with ballistic weapons becomes a complete crapshoot.
- First and foremost: you have to lead your target, which means your crosshair will always be ahead of your target, which means your weapons will never actually converge on your target. Instead, they are going to converge at one of the varying distances that violently spin in the background during a circle strafe fight
- When you click fire, there is a long, inconsistent delay before the projectile actually leaves your weapon
- The delay isn't too bad, except that when the projectile does finally leave the weapon, it heads towards the location that you originally clicked on, not where you are currently aiming (most of the time, anyways)
- Between that Click->Fire delay, your target, mech, arms, crosshairs, convergence point, and everything else in the world (relative to you) will have moved -- all the angles will be different
If I knew where my bullets were going to go each time I pulled the trigger, I would never miss a shot. Right now it's a guess, on top of a guess, on top of a guess. People are too focused on the firing delay to notice the real issue at hand. Even if the projectiles fired instantly, the current convergence implementation would remain a significant problem.
*Edited 11/16/2012*
We need an extra button used to:
Toggle between two convergence modes
- Free Mode: The automatic system currently in place
- Lock Mode: Convergence locked to the distance of your selected target
Bam! Problem solved and everybody is happy.
Miscellaneous Notes
- Sweet diagrams
- New and casual players won't even need to know the toggle exists. They can happily play with the current automatic system until they are ready to advance.
- This issue seems to have gotten worse with the Nov 6 patch. I may be mistaken, though.
- Ballistic travel speeds are fine where they're at.
- If the devs truly didn't plan ahead and now have no way to eliminate the firing delay, so be it. We can all pretend it was by design and adjust to it. They could even add a fixed delay to mask the lag (consistency > speed).
Edited by Sawa963, 16 November 2012 - 09:24 PM.